mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
73174730e4
# Objective - Use the `..default()` method in examples instead of `..Default::default()`
98 lines
3.5 KiB
Rust
98 lines
3.5 KiB
Rust
//! Illustrates how to scale an object in each direction.
|
|
|
|
use bevy::math::Vec3Swizzles;
|
|
use bevy::prelude::*;
|
|
use std::f32::consts::PI;
|
|
|
|
// Define a component to keep information for the scaled object.
|
|
#[derive(Component)]
|
|
struct Scaling {
|
|
scale_direction: Vec3,
|
|
scale_speed: f32,
|
|
max_element_size: f32,
|
|
min_element_size: f32,
|
|
}
|
|
|
|
// Implement a simple initialisation.
|
|
impl Scaling {
|
|
fn new() -> Self {
|
|
Scaling {
|
|
scale_direction: Vec3::X,
|
|
scale_speed: 2.0,
|
|
max_element_size: 5.0,
|
|
min_element_size: 1.0,
|
|
}
|
|
}
|
|
}
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(change_scale_direction)
|
|
.add_system(scale_cube)
|
|
.run();
|
|
}
|
|
|
|
// Startup system to setup the scene and spawn all relevant entities.
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// Spawn a cube to scale.
|
|
commands
|
|
.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
material: materials.add(Color::WHITE.into()),
|
|
transform: Transform::from_rotation(Quat::from_rotation_y(PI / 4.0)),
|
|
..default()
|
|
})
|
|
.insert(Scaling::new());
|
|
|
|
// Spawn a camera looking at the entities to show what's happening in this example.
|
|
commands.spawn_bundle(Camera3dBundle {
|
|
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
|
|
// Add a light source for better 3d visibility.
|
|
commands.spawn_bundle(PointLightBundle {
|
|
transform: Transform::from_translation(Vec3::ONE * 3.0),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
// This system will check if a scaled entity went above or below the entities scaling bounds
|
|
// and change the direction of the scaling vector.
|
|
fn change_scale_direction(mut cubes: Query<(&mut Transform, &mut Scaling)>) {
|
|
for (mut transform, mut cube) in cubes.iter_mut() {
|
|
// If an entity scaled beyond the maximum of its size in any dimension
|
|
// the scaling vector is flipped so the scaling is gradually reverted.
|
|
// Additionally, to ensure the condition does not trigger again we floor the elements to
|
|
// their next full value, which should be max_element_size at max.
|
|
if transform.scale.max_element() > cube.max_element_size {
|
|
cube.scale_direction *= -1.0;
|
|
transform.scale = transform.scale.floor();
|
|
}
|
|
// If an entity scaled beyond the minimum of its size in any dimension
|
|
// the scaling vector is also flipped.
|
|
// Additionally the Values are ceiled to be min_element_size at least
|
|
// and the scale direction is flipped.
|
|
// This way the entity will change the dimension in which it is scaled any time it
|
|
// reaches its min_element_size.
|
|
if transform.scale.min_element() < cube.min_element_size {
|
|
cube.scale_direction *= -1.0;
|
|
transform.scale = transform.scale.ceil();
|
|
cube.scale_direction = cube.scale_direction.zxy();
|
|
}
|
|
}
|
|
}
|
|
|
|
// This system will scale any entity with assigned Scaling in each direction
|
|
// by cycling through the directions to scale.
|
|
fn scale_cube(mut cubes: Query<(&mut Transform, &Scaling)>, timer: Res<Time>) {
|
|
for (mut transform, cube) in cubes.iter_mut() {
|
|
transform.scale += cube.scale_direction * cube.scale_speed * timer.delta_seconds();
|
|
}
|
|
}
|