mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
7482a0d26d
Fixes #15834 ## Migration Guide The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for consistency with each other and the standard library's `Duration` type. The following methods have been renamed: - `Stowatch::paused` -> `Stopwatch::is_paused` - `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and `_wrapped` variants)
112 lines
3.9 KiB
Rust
112 lines
3.9 KiB
Rust
//! Demonstrates how to use the [`MeshRayCast`] system parameter to chain multiple ray casts
|
|
//! and bounce off of surfaces.
|
|
|
|
use std::f32::consts::{FRAC_PI_2, PI};
|
|
|
|
use bevy::{
|
|
color::palettes::css,
|
|
core_pipeline::{bloom::Bloom, tonemapping::Tonemapping},
|
|
math::vec3,
|
|
picking::backend::ray::RayMap,
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, bouncing_raycast)
|
|
.insert_resource(ClearColor(Color::BLACK))
|
|
.run();
|
|
}
|
|
|
|
const MAX_BOUNCES: usize = 64;
|
|
const LASER_SPEED: f32 = 0.03;
|
|
|
|
fn bouncing_raycast(
|
|
mut ray_cast: MeshRayCast,
|
|
mut gizmos: Gizmos,
|
|
time: Res<Time>,
|
|
// The ray map stores rays cast by the cursor
|
|
ray_map: Res<RayMap>,
|
|
) {
|
|
// Cast an automatically moving ray and bounce it off of surfaces
|
|
let t = ops::cos((time.elapsed_secs() - 4.0).max(0.0) * LASER_SPEED) * PI;
|
|
let ray_pos = Vec3::new(ops::sin(t), ops::cos(3.0 * t) * 0.5, ops::cos(t)) * 0.5;
|
|
let ray_dir = Dir3::new(-ray_pos).unwrap();
|
|
let ray = Ray3d::new(ray_pos, ray_dir);
|
|
gizmos.sphere(ray_pos, 0.1, Color::WHITE);
|
|
bounce_ray(ray, &mut ray_cast, &mut gizmos, Color::from(css::RED));
|
|
|
|
// Cast a ray from the cursor and bounce it off of surfaces
|
|
for (_, ray) in ray_map.iter() {
|
|
bounce_ray(*ray, &mut ray_cast, &mut gizmos, Color::from(css::GREEN));
|
|
}
|
|
}
|
|
|
|
// Bounces a ray off of surfaces `MAX_BOUNCES` times.
|
|
fn bounce_ray(mut ray: Ray3d, ray_cast: &mut MeshRayCast, gizmos: &mut Gizmos, color: Color) {
|
|
let mut intersections = Vec::with_capacity(MAX_BOUNCES + 1);
|
|
intersections.push((ray.origin, Color::srgb(30.0, 0.0, 0.0)));
|
|
|
|
for i in 0..MAX_BOUNCES {
|
|
// Cast the ray and get the first hit
|
|
let Some((_, hit)) = ray_cast.cast_ray(ray, &RayCastSettings::default()).first() else {
|
|
break;
|
|
};
|
|
|
|
// Draw the point of intersection and add it to the list
|
|
let brightness = 1.0 + 10.0 * (1.0 - i as f32 / MAX_BOUNCES as f32);
|
|
intersections.push((hit.point, Color::BLACK.mix(&color, brightness)));
|
|
gizmos.sphere(hit.point, 0.005, Color::BLACK.mix(&color, brightness * 2.0));
|
|
|
|
// Reflect the ray off of the surface
|
|
ray.direction = Dir3::new(ray.direction.reflect(hit.normal)).unwrap();
|
|
ray.origin = hit.point + ray.direction * 1e-6;
|
|
}
|
|
gizmos.linestrip_gradient(intersections);
|
|
}
|
|
|
|
// Set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// Make a box of planes facing inward so the laser gets trapped inside
|
|
let plane_mesh = meshes.add(Plane3d::default());
|
|
let plane_material = materials.add(Color::from(css::GRAY).with_alpha(0.01));
|
|
let create_plane = move |translation, rotation| {
|
|
(
|
|
Transform::from_translation(translation)
|
|
.with_rotation(Quat::from_scaled_axis(rotation)),
|
|
Mesh3d(plane_mesh.clone()),
|
|
MeshMaterial3d(plane_material.clone()),
|
|
)
|
|
};
|
|
|
|
commands.spawn(create_plane(vec3(0.0, 0.5, 0.0), Vec3::X * PI));
|
|
commands.spawn(create_plane(vec3(0.0, -0.5, 0.0), Vec3::ZERO));
|
|
commands.spawn(create_plane(vec3(0.5, 0.0, 0.0), Vec3::Z * FRAC_PI_2));
|
|
commands.spawn(create_plane(vec3(-0.5, 0.0, 0.0), Vec3::Z * -FRAC_PI_2));
|
|
commands.spawn(create_plane(vec3(0.0, 0.0, 0.5), Vec3::X * -FRAC_PI_2));
|
|
commands.spawn(create_plane(vec3(0.0, 0.0, -0.5), Vec3::X * FRAC_PI_2));
|
|
|
|
// Light
|
|
commands.spawn((
|
|
DirectionalLight::default(),
|
|
Transform::from_rotation(Quat::from_euler(EulerRot::XYZ, -0.1, 0.2, 0.0)),
|
|
));
|
|
|
|
// Camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Camera {
|
|
hdr: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
|
|
Tonemapping::TonyMcMapface,
|
|
Bloom::default(),
|
|
));
|
|
}
|