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https://github.com/bevyengine/bevy
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81b53d15d4
Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
102 lines
3.2 KiB
Rust
102 lines
3.2 KiB
Rust
use bevy::prelude::*;
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/// This example shows various ways to configure texture materials in 3D
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.run();
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}
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/// sets up a scene with textured entities
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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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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// load a texture and retrieve its aspect ratio
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let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
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let aspect = 0.25;
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// create a new quad mesh. this is what we will apply the texture to
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let quad_width = 8.0;
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let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
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quad_width,
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quad_width * aspect,
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))));
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// this material renders the texture normally
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let material_handle = materials.add(StandardMaterial {
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base_color_texture: Some(texture_handle.clone()),
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unlit: true,
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..Default::default()
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});
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// this material modulates the texture to make it red (and slightly transparent)
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let red_material_handle = materials.add(StandardMaterial {
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base_color: Color::rgba(1.0, 0.0, 0.0, 0.5),
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base_color_texture: Some(texture_handle.clone()),
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unlit: true,
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..Default::default()
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});
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// and lets make this one blue! (and also slightly transparent)
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let blue_material_handle = materials.add(StandardMaterial {
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base_color: Color::rgba(0.0, 0.0, 1.0, 0.5),
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base_color_texture: Some(texture_handle),
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unlit: true,
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..Default::default()
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});
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// textured quad - normal
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commands.spawn_bundle(PbrBundle {
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mesh: quad_handle.clone(),
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material: material_handle,
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transform: Transform {
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translation: Vec3::new(0.0, 0.0, 1.5),
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rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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..Default::default()
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},
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visible: Visible {
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is_transparent: true,
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..Default::default()
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},
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..Default::default()
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});
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// textured quad - modulated
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commands.spawn_bundle(PbrBundle {
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mesh: quad_handle.clone(),
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material: red_material_handle,
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transform: Transform {
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translation: Vec3::new(0.0, 0.0, 0.0),
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rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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..Default::default()
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},
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visible: Visible {
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is_transparent: true,
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..Default::default()
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},
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..Default::default()
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});
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// textured quad - modulated
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commands.spawn_bundle(PbrBundle {
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mesh: quad_handle,
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material: blue_material_handle,
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transform: Transform {
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translation: Vec3::new(0.0, 0.0, -1.5),
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rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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..Default::default()
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},
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visible: Visible {
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is_transparent: true,
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..Default::default()
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},
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..Default::default()
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});
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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