mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
118 lines
3.1 KiB
Rust
118 lines
3.1 KiB
Rust
use bevy::{
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asset::{Asset, AssetStorage},
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math::{Mat4, Quat, Vec3},
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render::*,
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Parent, Schedulable, *,
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};
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struct Rotator;
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fn main() {
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AppBuilder::new()
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.add_defaults()
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.setup_world(setup)
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.setup_systems(|builder| builder.add_system(build_rotator_system()))
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.run();
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}
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fn build_rotator_system() -> Box<dyn Schedulable> {
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SystemBuilder::new("Rotator")
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.read_resource::<Time>()
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.with_query(<(Write<Rotator>, Write<Rotation>)>::query())
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.build(move |_, world, time, light_query| {
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for (_, mut rotation) in light_query.iter_mut(world) {
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rotation.0 = rotation.0 * Quat::from_rotation_x(3.0 * time.delta_seconds);
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}
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})
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}
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fn setup(world: &mut World) {
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let cube = Mesh::load(MeshType::Cube);
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let plane = Mesh::load(MeshType::Plane { size: 10.0 });
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let (cube_handle, plane_handle) = {
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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(mesh_storage.add(cube), mesh_storage.add(plane))
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};
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// plane
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world.insert(
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(),
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vec![(
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plane_handle.clone(),
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Material::new(math::vec4(0.1, 0.2, 0.1, 1.0)),
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LocalToWorld::identity(),
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Translation::new(0.0, 0.0, -5.0),
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)],
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);
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// cube
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let parent_cube = *world
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.insert(
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(),
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vec![(
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cube_handle.clone(),
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Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)),
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LocalToWorld::identity(),
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Translation::new(0.0, 0.0, 1.0),
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Rotation::from_euler_angles(0.0, 0.0, 0.0),
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Rotator,
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)],
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)
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.first()
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.unwrap();
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// cube
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world.insert(
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(),
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vec![(
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cube_handle,
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Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)),
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LocalToWorld::identity(),
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Translation::new(0.0, 0.0, 3.0),
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Parent(parent_cube),
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LocalToParent::identity(),
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)],
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);
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// light
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world.insert(
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(),
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vec![(
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Light {
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color: wgpu::Color {
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r: 0.8,
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g: 0.8,
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b: 0.5,
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a: 1.0,
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},
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fov: f32::to_radians(60.0),
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depth: 0.1..50.0,
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target_view: None,
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},
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Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)),
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LocalToWorld::identity(),
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Translation::new(4.0, -4.0, 5.0),
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Rotation::from_euler_angles(0.0, 0.0, 0.0),
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)],
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);
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// camera
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world.insert(
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(),
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vec![(
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Camera::new(CameraType::Projection {
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fov: std::f32::consts::PI / 4.0,
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near: 1.0,
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far: 1000.0,
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aspect_ratio: 1.0,
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}),
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ActiveCamera,
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LocalToWorld(Mat4::look_at_rh(
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Vec3::new(3.0, -15.0, 8.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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)),
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)],
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);
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}
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