mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 22:50:19 +00:00
04590de678
I worked really hard to make ColorSource work, but sadly we need color to be instanceable and making it optional would add too much complexity. Maybe at some point in the future we can add it back. On the plus side, albedo color now modulates the albedo texture
107 lines
3.6 KiB
Rust
107 lines
3.6 KiB
Rust
use bevy::prelude::*;
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use rand::{rngs::StdRng, Rng, SeedableRng};
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fn main() {
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AppBuilder::new()
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.add_defaults()
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.add_system(build_move_system())
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.add_system(bevy::diagnostics::build_fps_printer_system())
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.setup_world(setup)
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.run();
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}
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fn build_move_system() -> Box<dyn Schedulable> {
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SystemBuilder::new("Move")
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.read_resource::<Time>()
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.write_resource::<AssetStorage<StandardMaterial>>()
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.with_query(<(Write<Translation>, Read<Handle<StandardMaterial>>)>::query())
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.build(move |_, world, (time, material_storage), person_query| {
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for (mut translation, material_handle) in person_query.iter_mut(world) {
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let material = material_storage.get_mut(&material_handle).unwrap();
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translation.0 += math::vec3(1.0, 0.0, 0.0) * time.delta_seconds;
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material.albedo = material.albedo
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+ Color::rgb(-time.delta_seconds, -time.delta_seconds, time.delta_seconds);
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}
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})
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}
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fn setup(world: &mut World, resources: &mut Resources) {
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let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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let mut material_storage = resources
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.get_mut::<AssetStorage<StandardMaterial>>()
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.unwrap();
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let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
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let plane_handle = mesh_storage.add(Mesh::load(MeshType::Plane { size: 10.0 }));
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let cube_material_handle = material_storage.add(StandardMaterial {
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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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});
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let plane_material_handle = material_storage.add(StandardMaterial {
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albedo: Color::rgb(0.1, 0.2, 0.1),
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..Default::default()
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});
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let mut builder = world
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.build()
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// plane
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.add_entity(MeshEntity {
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mesh: plane_handle,
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material: plane_material_handle,
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..Default::default()
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})
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// cube
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.add_entity(MeshEntity {
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mesh: cube_handle,
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material: cube_material_handle,
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translation: Translation::new(0.0, 0.0, 1.0),
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..Default::default()
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})
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// light
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.add_entity(LightEntity {
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translation: Translation::new(4.0, -4.0, 5.0),
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..Default::default()
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})
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// camera
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.add_entity(CameraEntity {
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camera: 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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active_camera: ActiveCamera,
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local_to_world: LocalToWorld(Mat4::look_at_rh(
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Vec3::new(3.0, 8.0, 5.0),
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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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let mut rng = StdRng::from_entropy();
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for _ in 0..500 {
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let spawned_material_handle = material_storage.add(StandardMaterial {
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albedo: Color::rgb(
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rng.gen_range(0.0, 1.0),
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rng.gen_range(0.0, 1.0),
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rng.gen_range(0.0, 1.0),
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),
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..Default::default()
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});
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builder = builder.add_entity(MeshEntity {
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mesh: cube_handle,
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material: spawned_material_handle,
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translation: Translation::new(
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rng.gen_range(-50.0, 50.0),
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rng.gen_range(-50.0, 50.0),
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0.0,
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),
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renderable: Renderable {
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instanced: 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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}
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builder.build();
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}
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