bevy/examples/parenting.rs
2020-01-11 03:32:22 -08:00

124 lines
3.2 KiB
Rust

use bevy::{
asset::{Asset, AssetStorage},
math::{Mat4, Quat, Vec3},
render::*,
Parent, Schedulable, *,
};
struct Rotator;
fn main() {
AppBuilder::new()
.add_defaults()
.setup_world(setup)
.setup_systems(|builder| builder.add_system(build_rotator_system()))
.run();
}
fn build_rotator_system() -> Box<dyn Schedulable> {
SystemBuilder::new("Rotator")
.read_resource::<Time>()
.with_query(<(Write<Rotator>, Write<Rotation>)>::query())
.build(move |_, world, time, light_query| {
for (_, mut rotation) in light_query.iter_mut(world) {
rotation.0 = rotation.0 * Quat::from_rotation_x(3.0 * time.delta_seconds);
}
})
}
fn setup(world: &mut World) {
let cube = Mesh::load(MeshType::Cube);
let plane = Mesh::load(MeshType::Plane { size: 10.0 });
let (cube_handle, plane_handle) = {
let mut mesh_storage = world
.resources
.get_mut::<AssetStorage<Mesh, MeshType>>()
.unwrap();
(
mesh_storage.add(cube, "cube"),
mesh_storage.add(plane, "plane"),
)
};
// plane
world.insert(
(),
vec![(
plane_handle.clone(),
Material::new(math::vec4(0.1, 0.2, 0.1, 1.0)),
LocalToWorld::identity(),
Translation::new(0.0, 0.0, -5.0),
)],
);
// cube
let parent_cube = *world
.insert(
(),
vec![(
cube_handle.clone(),
Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)),
LocalToWorld::identity(),
Translation::new(0.0, 0.0, 1.0),
Rotation::from_euler_angles(0.0, 0.0, 0.0),
Rotator,
)],
)
.first()
.unwrap();
// cube
world.insert(
(),
vec![(
cube_handle,
Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)),
LocalToWorld::identity(),
Translation::new(0.0, 0.0, 3.0),
Parent(parent_cube),
LocalToParent::identity(),
)],
);
// light
world.insert(
(),
vec![(
Light {
color: wgpu::Color {
r: 0.8,
g: 0.8,
b: 0.5,
a: 1.0,
},
fov: f32::to_radians(60.0),
depth: 0.1..50.0,
target_view: None,
},
Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)),
LocalToWorld::identity(),
Translation::new(4.0, -4.0, 5.0),
Rotation::from_euler_angles(0.0, 0.0, 0.0),
)],
);
// camera
world.insert(
(),
vec![(
Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
ActiveCamera,
LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, -15.0, 8.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
)],
);
}