mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 22:50:19 +00:00
1bd390806f
# Objective There was issue #191 requesting subdivisions on the shape::Plane. I also could have used this recently. I then write the solution. Fixes #191 ## Solution I changed the shape::Plane to include subdivisions field and the code to create the subdivisions. I don't know how people are counting subdivisions so as I put in the doc comments 0 subdivisions results in the original geometry of the Plane. Greater then 0 results in the number of lines dividing the plane. I didn't know if it would be better to create a new struct that implemented this feature, say SubdivisionPlane or change Plane. I decided on changing Plane as that was what the original issue was. It would be trivial to alter this to use another struct instead of altering Plane. The issues of migration, although small, would be eliminated if a new struct was implemented. ## Changelog ### Added Added subdivisions field to shape::Plane ## Migration Guide All the examples needed to be updated to initalize the subdivisions field. Also there were two tests in tests/window that need to be updated. A user would have to update all their uses of shape::Plane to initalize the subdivisions field.
168 lines
5.3 KiB
Rust
168 lines
5.3 KiB
Rust
use std::f32::consts::*;
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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pbr::NotShadowCaster,
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prelude::*,
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};
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use rand::{thread_rng, Rng};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.add_plugin(LogDiagnosticsPlugin::default())
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.add_startup_system(setup)
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.add_system(light_sway)
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.add_system(movement)
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.run();
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}
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#[derive(Component)]
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struct Movable;
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/// set up a simple 3D scene
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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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// ground plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(100.0).into()),
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material: materials.add(StandardMaterial {
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base_color: Color::GREEN,
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perceptual_roughness: 1.0,
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..default()
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}),
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..default()
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});
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// cubes
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let mut rng = thread_rng();
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for _ in 0..100 {
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let x = rng.gen_range(-5.0..5.0);
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let y = rng.gen_range(-5.0..5.0);
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let z = rng.gen_range(-5.0..5.0);
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
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material: materials.add(StandardMaterial {
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base_color: Color::BLUE,
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..default()
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}),
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transform: Transform::from_xyz(x, y, z),
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..default()
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},
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Movable,
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));
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}
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// ambient light
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commands.insert_resource(AmbientLight {
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color: Color::rgb(0.0, 1.0, 1.0),
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brightness: 0.14,
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});
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for x in 0..4 {
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for z in 0..4 {
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let x = x as f32 - 2.0;
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let z = z as f32 - 2.0;
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// red spot_light
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commands
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.spawn(SpotLightBundle {
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transform: Transform::from_xyz(1.0 + x, 2.0, z)
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.looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
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spot_light: SpotLight {
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intensity: 200.0, // lumens
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color: Color::WHITE,
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shadows_enabled: true,
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inner_angle: PI / 4.0 * 0.85,
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outer_angle: PI / 4.0,
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..default()
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},
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..default()
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})
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.with_children(|builder| {
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builder.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 0.05,
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..default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::RED,
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emissive: Color::rgba_linear(1.0, 0.0, 0.0, 0.0),
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..default()
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}),
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..default()
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});
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builder.spawn((
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PbrBundle {
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transform: Transform::from_translation(Vec3::Z * -0.1),
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 0.1,
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..default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::MAROON,
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emissive: Color::rgba_linear(0.125, 0.0, 0.0, 0.0),
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..default()
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}),
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..default()
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},
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NotShadowCaster,
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));
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});
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}
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}
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
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for (mut transform, mut angles) in query.iter_mut() {
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transform.rotation = Quat::from_euler(
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EulerRot::XYZ,
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-FRAC_PI_2 + (time.elapsed_seconds() * 0.67 * 3.0).sin() * 0.5,
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(time.elapsed_seconds() * 3.0).sin() * 0.5,
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0.0,
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);
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let angle = ((time.elapsed_seconds() * 1.2).sin() + 1.0) * (FRAC_PI_4 - 0.1);
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angles.inner_angle = angle * 0.8;
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angles.outer_angle = angle;
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}
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}
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fn movement(
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input: Res<Input<KeyCode>>,
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time: Res<Time>,
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mut query: Query<&mut Transform, With<Movable>>,
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) {
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for mut transform in &mut query {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::Up) {
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direction.z -= 1.0;
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}
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if input.pressed(KeyCode::Down) {
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direction.z += 1.0;
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}
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if input.pressed(KeyCode::Left) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::Right) {
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direction.x += 1.0;
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}
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if input.pressed(KeyCode::PageUp) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::PageDown) {
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direction.y -= 1.0;
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}
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transform.translation += time.delta_seconds() * 2.0 * direction;
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}
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}
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