mirror of
https://github.com/bevyengine/bevy
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96 lines
3.2 KiB
Rust
96 lines
3.2 KiB
Rust
use bevy::{
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prelude::*,
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render::{
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camera::{Camera, VisibleEntities},
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mesh::shape,
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},
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};
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/// This example visualizes camera z-ordering by setting the material of rotating cubes to their distance from the camera
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fn main() {
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App::build()
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.add_default_plugins()
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.add_startup_system(setup.system())
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.add_system(rotator_system.system())
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.add_system(camera_order_color_system.system())
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.run();
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}
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struct Rotator;
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/// rotates the parent, which will result in the child also rotating
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fn rotator_system(time: Res<Time>, mut query: Query<(&Rotator, &mut Transform)>) {
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for (_rotator, mut transform) in &mut query.iter() {
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let rotation = transform.rotation() * Quat::from_rotation_x(3.0 * time.delta_seconds);
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transform.set_rotation(rotation);
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}
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}
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fn camera_order_color_system(
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut camera_query: Query<(&Camera, &VisibleEntities)>,
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material_query: Query<&Handle<StandardMaterial>>,
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) {
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for (_camera, visible_entities) in &mut camera_query.iter() {
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for visible_entity in visible_entities.iter() {
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if let Ok(material_handle) =
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material_query.get::<Handle<StandardMaterial>>(visible_entity.entity)
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{
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let material = materials.get_mut(&material_handle).unwrap();
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let value = 1.0 - (visible_entity.order.0 - 10.0) / 7.0;
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material.albedo = Color::rgb(value, value, value);
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}
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}
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}
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}
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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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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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commands
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// parent cube
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.spawn(PbrComponents {
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mesh: cube_handle,
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material: materials.add(StandardMaterial {
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shaded: false,
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..Default::default()
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}),
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
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..Default::default()
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})
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.with(Rotator)
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.with_children(|parent| {
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// child cubes
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parent
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.spawn(PbrComponents {
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mesh: cube_handle,
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material: materials.add(StandardMaterial {
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shaded: false,
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..Default::default()
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}),
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transform: Transform::from_translation(Vec3::new(0.0, 3.0, 0.0)),
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..Default::default()
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})
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.spawn(PbrComponents {
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mesh: cube_handle,
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material: materials.add(StandardMaterial {
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shaded: false,
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..Default::default()
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}),
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transform: Transform::from_translation(Vec3::new(0.0, -3.0, 0.0)),
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..Default::default()
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});
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})
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// camera
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.spawn(Camera3dComponents {
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transform: Transform::new(Mat4::face_toward(
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Vec3::new(5.0, 10.0, 10.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 1.0, 0.0),
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)),
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..Default::default()
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});
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}
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