mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 23:24:44 +00:00
109 lines
3.1 KiB
Rust
109 lines
3.1 KiB
Rust
use bevy::{
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core::Time,
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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ecs::prelude::*,
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input::Input,
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math::Vec3,
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pbr2::{PbrBundle, PointLightBundle, StandardMaterial},
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prelude::{App, Assets, KeyCode, Transform},
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render2::{
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camera::PerspectiveCameraBundle,
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color::Color,
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mesh::{shape, Mesh},
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},
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PipelinedDefaultPlugins,
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};
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fn main() {
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App::new()
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.add_plugins(PipelinedDefaultPlugins)
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.add_plugin(LogDiagnosticsPlugin::default())
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.add_startup_system(setup.system())
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.add_system(movement.system())
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.run();
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}
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struct Movable;
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// plane
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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material: materials.add(StandardMaterial {
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color: Color::INDIGO,
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roughness: 1.0,
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..Default::default()
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}),
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..Default::default()
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});
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// cube
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(StandardMaterial {
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color: Color::PINK,
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roughness: 0.0,
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metallic: 1.0,
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reflectance: 1.0,
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..Default::default()
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}),
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transform: Transform::from_xyz(0.0, 1.0, 0.0),
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..Default::default()
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})
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.insert(Movable);
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// sphere
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 0.5,
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..Default::default()
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})),
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material: materials.add(StandardMaterial {
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color: Color::LIME_GREEN,
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..Default::default()
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}),
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transform: Transform::from_xyz(1.5, 1.0, 1.5),
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..Default::default()
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})
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.insert(Movable);
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// light
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(5.0, 8.0, 2.0),
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..Default::default()
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});
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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fn movement(
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input: Res<Input<KeyCode>>,
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time: Res<Time>,
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mut query: Query<&mut Transform, With<Movable>>,
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) {
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for mut transform in query.iter_mut() {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::Up) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::Down) {
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direction.y -= 1.0;
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}
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if input.pressed(KeyCode::Left) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::Right) {
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direction.x += 1.0;
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}
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transform.translation += time.delta_seconds() * 2.0 * direction;
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}
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}
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