mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
4fff0ce837
# Objective - When using `Color::hex` for the first time, I was confused by the fact that I can't specify colors using #, which is much more familiar. - In the code editor (if there is support) there is a preview of the color, which is very convenient. ![Снимок экрана от 2022-12-30 02-54-00](https://user-images.githubusercontent.com/69102503/209990973-f6fc3bc6-08f6-4e51-a9a9-1de8a675c82d.png) ## Solution - Allow you to enter colors like `#ff33f2` and use the `.strip_prefix` method to delete the `#` character.
82 lines
2.4 KiB
Rust
82 lines
2.4 KiB
Rust
//! This example shows how to configure Physically Based Rendering (PBR) parameters.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.run();
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}
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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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// add entities to the world
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for y in -2..=2 {
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for x in -5..=5 {
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let x01 = (x + 5) as f32 / 10.0;
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let y01 = (y + 2) as f32 / 4.0;
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// sphere
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commands.spawn(PbrBundle {
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mesh: meshes.add(
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Mesh::try_from(shape::Icosphere {
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radius: 0.45,
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subdivisions: 32,
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})
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.unwrap(),
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),
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material: materials.add(StandardMaterial {
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base_color: Color::hex("#ffd891").unwrap(),
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// vary key PBR parameters on a grid of spheres to show the effect
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metallic: y01,
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perceptual_roughness: x01,
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..default()
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}),
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transform: Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
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..default()
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});
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}
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}
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// unlit sphere
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commands.spawn(PbrBundle {
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mesh: meshes.add(
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Mesh::try_from(shape::Icosphere {
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radius: 0.45,
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subdivisions: 32,
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})
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.unwrap(),
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),
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material: materials.add(StandardMaterial {
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base_color: Color::hex("#ffd891").unwrap(),
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// vary key PBR parameters on a grid of spheres to show the effect
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unlit: true,
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..default()
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}),
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transform: Transform::from_xyz(-5.0, -2.5, 0.0),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(50.0, 50.0, 50.0),
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point_light: PointLight {
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intensity: 600000.,
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range: 100.,
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..default()
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},
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
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projection: OrthographicProjection {
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scale: 0.01,
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..default()
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}
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.into(),
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..default()
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});
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}
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