mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
b6a647cc01
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`. ```rust use bevy::prelude::*; #[derive(Default)] struct Foo { bar: usize, baz: usize, } // Normally you would do this: let foo = Foo { bar: 10, ..Default::default() }; // But now you can do this: let foo = Foo { bar: 10, ..default() }; ``` The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
240 lines
7.4 KiB
Rust
240 lines
7.4 KiB
Rust
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(movement)
|
|
.add_system(animate_light_direction)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct Movable;
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// ground plane
|
|
commands.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::WHITE,
|
|
perceptual_roughness: 1.0,
|
|
..default()
|
|
}),
|
|
..default()
|
|
});
|
|
|
|
// left wall
|
|
let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
|
|
transform.rotate(Quat::from_rotation_z(std::f32::consts::FRAC_PI_2));
|
|
commands.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
|
|
transform,
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::INDIGO,
|
|
perceptual_roughness: 1.0,
|
|
..default()
|
|
}),
|
|
..default()
|
|
});
|
|
// back (right) wall
|
|
let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
|
|
transform.rotate(Quat::from_rotation_x(std::f32::consts::FRAC_PI_2));
|
|
commands.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
|
|
transform,
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::INDIGO,
|
|
perceptual_roughness: 1.0,
|
|
..default()
|
|
}),
|
|
..default()
|
|
});
|
|
|
|
// cube
|
|
commands
|
|
.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::PINK,
|
|
..default()
|
|
}),
|
|
transform: Transform::from_xyz(0.0, 0.5, 0.0),
|
|
..default()
|
|
})
|
|
.insert(Movable);
|
|
// sphere
|
|
commands
|
|
.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::UVSphere {
|
|
radius: 0.5,
|
|
..default()
|
|
})),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::LIME_GREEN,
|
|
..default()
|
|
}),
|
|
transform: Transform::from_xyz(1.5, 1.0, 1.5),
|
|
..default()
|
|
})
|
|
.insert(Movable);
|
|
|
|
// ambient light
|
|
commands.insert_resource(AmbientLight {
|
|
color: Color::ORANGE_RED,
|
|
brightness: 0.02,
|
|
});
|
|
|
|
// red point light
|
|
commands
|
|
.spawn_bundle(PointLightBundle {
|
|
// transform: Transform::from_xyz(5.0, 8.0, 2.0),
|
|
transform: Transform::from_xyz(1.0, 2.0, 0.0),
|
|
point_light: PointLight {
|
|
intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
|
|
color: Color::RED,
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.with_children(|builder| {
|
|
builder.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::UVSphere {
|
|
radius: 0.1,
|
|
..default()
|
|
})),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::RED,
|
|
emissive: Color::rgba_linear(100.0, 0.0, 0.0, 0.0),
|
|
..default()
|
|
}),
|
|
..default()
|
|
});
|
|
});
|
|
|
|
// green point light
|
|
commands
|
|
.spawn_bundle(PointLightBundle {
|
|
// transform: Transform::from_xyz(5.0, 8.0, 2.0),
|
|
transform: Transform::from_xyz(-1.0, 2.0, 0.0),
|
|
point_light: PointLight {
|
|
intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
|
|
color: Color::GREEN,
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.with_children(|builder| {
|
|
builder.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::UVSphere {
|
|
radius: 0.1,
|
|
..default()
|
|
})),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::GREEN,
|
|
emissive: Color::rgba_linear(0.0, 100.0, 0.0, 0.0),
|
|
..default()
|
|
}),
|
|
..default()
|
|
});
|
|
});
|
|
|
|
// blue point light
|
|
commands
|
|
.spawn_bundle(PointLightBundle {
|
|
// transform: Transform::from_xyz(5.0, 8.0, 2.0),
|
|
transform: Transform::from_xyz(0.0, 4.0, 0.0),
|
|
point_light: PointLight {
|
|
intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
|
|
color: Color::BLUE,
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.with_children(|builder| {
|
|
builder.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::UVSphere {
|
|
radius: 0.1,
|
|
..default()
|
|
})),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::BLUE,
|
|
emissive: Color::rgba_linear(0.0, 0.0, 100.0, 0.0),
|
|
..default()
|
|
}),
|
|
..default()
|
|
});
|
|
});
|
|
|
|
// directional 'sun' light
|
|
const HALF_SIZE: f32 = 10.0;
|
|
commands.spawn_bundle(DirectionalLightBundle {
|
|
directional_light: DirectionalLight {
|
|
// Configure the projection to better fit the scene
|
|
shadow_projection: OrthographicProjection {
|
|
left: -HALF_SIZE,
|
|
right: HALF_SIZE,
|
|
bottom: -HALF_SIZE,
|
|
top: HALF_SIZE,
|
|
near: -10.0 * HALF_SIZE,
|
|
far: 10.0 * HALF_SIZE,
|
|
..default()
|
|
},
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
transform: Transform {
|
|
translation: Vec3::new(0.0, 2.0, 0.0),
|
|
rotation: Quat::from_rotation_x(-std::f32::consts::FRAC_PI_4),
|
|
..default()
|
|
},
|
|
..default()
|
|
});
|
|
|
|
// camera
|
|
commands.spawn_bundle(PerspectiveCameraBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
fn animate_light_direction(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<DirectionalLight>>,
|
|
) {
|
|
for mut transform in query.iter_mut() {
|
|
transform.rotate(Quat::from_rotation_y(time.delta_seconds() * 0.5));
|
|
}
|
|
}
|
|
|
|
fn movement(
|
|
input: Res<Input<KeyCode>>,
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<Movable>>,
|
|
) {
|
|
for mut transform in query.iter_mut() {
|
|
let mut direction = Vec3::ZERO;
|
|
if input.pressed(KeyCode::Up) {
|
|
direction.y += 1.0;
|
|
}
|
|
if input.pressed(KeyCode::Down) {
|
|
direction.y -= 1.0;
|
|
}
|
|
if input.pressed(KeyCode::Left) {
|
|
direction.x -= 1.0;
|
|
}
|
|
if input.pressed(KeyCode::Right) {
|
|
direction.x += 1.0;
|
|
}
|
|
|
|
transform.translation += time.delta_seconds() * 2.0 * direction;
|
|
}
|
|
}
|