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https://github.com/bevyengine/bevy
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de004da8d5
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
85 lines
2.3 KiB
Rust
85 lines
2.3 KiB
Rust
//! Demonstrates how to work with Cubic curves.
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use bevy::{
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math::{cubic_splines::CubicCurve, vec3},
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prelude::*,
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};
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#[derive(Component)]
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struct Curve(CubicCurve<Vec3>);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, animate_cube)
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.run();
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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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// Define your control points
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// These points will define the curve
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// You can learn more about bezier curves here
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// https://en.wikipedia.org/wiki/B%C3%A9zier_curve
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let points = [[
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vec3(-6., 2., 0.),
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vec3(12., 8., 0.),
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vec3(-12., 8., 0.),
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vec3(6., 2., 0.),
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]];
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// Make a CubicCurve
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let bezier = CubicBezier::new(points).to_curve();
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// Spawning a cube to experiment on
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(LegacyColor::ORANGE),
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transform: Transform::from_translation(points[0][0]),
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..default()
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},
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Curve(bezier),
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));
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// Some light to see something
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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shadows_enabled: true,
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intensity: 10_000_000.,
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range: 100.0,
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..default()
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},
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transform: Transform::from_xyz(8., 16., 8.),
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..default()
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});
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// ground plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(50., 50.)),
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material: materials.add(LegacyColor::SILVER),
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..default()
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});
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// The camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0., 6., 12.).looking_at(Vec3::new(0., 3., 0.), Vec3::Y),
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..default()
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});
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}
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fn animate_cube(time: Res<Time>, mut query: Query<(&mut Transform, &Curve)>, mut gizmos: Gizmos) {
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let t = (time.elapsed_seconds().sin() + 1.) / 2.;
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for (mut transform, cubic_curve) in &mut query {
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// Draw the curve
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gizmos.linestrip(cubic_curve.0.iter_positions(50), LegacyColor::WHITE);
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// position takes a point from the curve where 0 is the initial point
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// and 1 is the last point
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transform.translation = cubic_curve.0.position(t);
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}
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}
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