bevy/examples/3d/transparency_3d.rs
Cameron 7989cb2650 Add global time scaling (#5752)
# Objective

- Make `Time` API more consistent.
- Support time accel/decel/pause.

## Solution

This is just the `Time` half of #3002. I was told that part isn't controversial.

- Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming.
- Implement accelerating / decelerating the passage of time.
- Implement stopping time.

---

## Changelog

- Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly.
- Added `relative_speed` and `set_relative_speed` methods.
- Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.)
- Added `raw_*` variants of the "delta time" and "total elapsed time" methods.
- Added `first_update` method because there's a non-zero duration between startup and the first update.

## Migration Guide

- `time.time_since_startup()` -> `time.elapsed()`
- `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()`
- `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()`

If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
2022-10-22 18:52:29 +00:00

110 lines
4.1 KiB
Rust

//! Demonstrates how to use transparency in 3D.
//! Shows the effects of different blend modes.
//! The `fade_transparency` system smoothly changes the transparency over time.
use bevy::prelude::*;
fn main() {
App::new()
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(fade_transparency)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// opaque plane, uses `alpha_mode: Opaque` by default
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 6.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
// transparent sphere, uses `alpha_mode: Mask(f32)`
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 0.5,
subdivisions: 3,
})),
material: materials.add(StandardMaterial {
// Alpha channel of the color controls transparency.
// We set it to 0.0 here, because it will be changed over time in the
// `fade_transparency` function.
// Note that the transparency has no effect on the objects shadow.
base_color: Color::rgba(0.2, 0.7, 0.1, 0.0),
// Mask sets a cutoff for transparency. Alpha values below are fully transparent,
// alpha values above are fully opaque.
alpha_mode: AlphaMode::Mask(0.5),
..default()
}),
transform: Transform::from_xyz(1.0, 0.5, -1.5),
..default()
});
// transparent unlit sphere, uses `alpha_mode: Mask(f32)`
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 0.5,
subdivisions: 3,
})),
material: materials.add(StandardMaterial {
base_color: Color::rgba(0.2, 0.7, 0.1, 0.0),
alpha_mode: AlphaMode::Mask(0.5),
unlit: true,
..default()
}),
transform: Transform::from_xyz(-1.0, 0.5, -1.5),
..default()
});
// transparent cube, uses `alpha_mode: Blend`
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
// Notice how there is no need to set the `alpha_mode` explicitly here.
// When converting a color to a material using `into()`, the alpha mode is
// automatically set to `Blend` if the alpha channel is anything lower than 1.0.
material: materials.add(Color::rgba(0.5, 0.5, 1.0, 0.0).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// opaque sphere
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 0.5,
subdivisions: 3,
})),
material: materials.add(Color::rgb(0.7, 0.2, 0.1).into()),
transform: Transform::from_xyz(0.0, 0.5, -1.5),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
/// Fades the alpha channel of all materials between 0 and 1 over time.
/// Each blend mode responds differently to this:
/// - `Opaque`: Ignores alpha channel altogether, these materials stay completely opaque.
/// - `Mask(f32)`: Object appears when the alpha value goes above the mask's threshold, disappears
/// when the alpha value goes back below the threshold.
/// - `Blend`: Object fades in and out smoothly.
pub fn fade_transparency(time: Res<Time>, mut materials: ResMut<Assets<StandardMaterial>>) {
let alpha = (time.elapsed_seconds().sin() / 2.0) + 0.5;
for (_, material) in materials.iter_mut() {
material.base_color.set_a(alpha);
}
}