bevy/examples/3d/shapes.rs
Thierry Berger 99e689cfd2 remove unneeded msaa explicit addition from examples (#4830)
# Objective

- Coming from 7a596f1910 (r876310734)
- Simplify the examples regarding addition of `Msaa` Resource with default value.

## Solution

- Remove addition of `Msaa` Resource with default value from examples,
2022-05-27 20:52:12 +00:00

120 lines
3.6 KiB
Rust

//! This example demonstrates the built-in 3d shapes in Bevy.
//! The scene includes a patterned texture and a rotation for visualizing the normals and UVs.
use bevy::{
prelude::*,
render::render_resource::{Extent3d, TextureDimension, TextureFormat},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(rotate)
.run();
}
/// A marker component for our shapes so we can query them separately from the ground plane
#[derive(Component)]
struct Shape;
const X_EXTENT: f32 = 14.;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut images: ResMut<Assets<Image>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let debug_material = materials.add(StandardMaterial {
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
});
let shapes = [
meshes.add(shape::Cube::default().into()),
meshes.add(shape::Box::default().into()),
meshes.add(shape::Capsule::default().into()),
meshes.add(shape::Torus::default().into()),
meshes.add(shape::Icosphere::default().into()),
meshes.add(shape::UVSphere::default().into()),
];
let num_shapes = shapes.len();
for (i, shape) in shapes.into_iter().enumerate() {
commands
.spawn_bundle(PbrBundle {
mesh: shape,
material: debug_material.clone(),
transform: Transform {
translation: Vec3::new(
-X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
2.0,
0.0,
),
..default()
},
..Default::default()
})
.insert(Shape);
}
commands.spawn_bundle(PointLightBundle {
point_light: PointLight {
intensity: 9000.0,
range: 100.,
shadows_enabled: true,
..Default::default()
},
transform: Transform::from_xyz(8.0, 16.0, 8.0),
..Default::default()
});
// ground plane
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(shape::Plane { size: 50. }.into()),
material: materials.add(Color::SILVER.into()),
..Default::default()
});
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 6., 12.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
..Default::default()
});
}
fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
for mut transform in query.iter_mut() {
transform.rotation = Quat::from_rotation_y(time.seconds_since_startup() as f32 / 2.)
* Quat::from_rotation_x(-std::f32::consts::PI / 4.)
}
}
/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
)
}