bevy_mod_outline/examples/shapes.rs

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use std::f32::consts::{PI, TAU};
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use bevy::{
prelude::{
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shape::{Cube, Plane, Torus},
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*,
},
window::close_on_esc,
};
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use bevy_mod_outline::*;
#[bevy_main]
fn main() {
App::new()
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.insert_resource(Msaa::Sample4)
.insert_resource(ClearColor(Color::BLACK))
.add_plugins((DefaultPlugins, OutlinePlugin))
.add_systems(Startup, setup)
.add_systems(Update, (close_on_esc, wobble, orbit))
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.run();
}
#[derive(Component)]
struct Wobbles;
#[derive(Component)]
struct Orbits;
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fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
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// Add cube with generated outline normals
let mut cube_mesh = Mesh::from(Cube { size: 1.0 });
cube_mesh.generate_outline_normals().unwrap();
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commands
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.spawn(PbrBundle {
mesh: meshes.add(cube_mesh),
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material: materials.add(Color::rgb(0.1, 0.1, 0.9).into()),
transform: Transform::from_xyz(0.0, 1.0, 0.0),
..default()
})
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.insert(OutlineBundle {
outline: OutlineVolume {
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visible: true,
colour: Color::rgba(0.0, 1.0, 0.0, 1.0),
width: 25.0,
},
..default()
})
.insert(Wobbles);
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// Add torus using the regular surface normals for outlining
commands
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.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(Torus {
radius: 0.3,
ring_radius: 0.1,
subdivisions_segments: 20,
subdivisions_sides: 10,
})),
material: materials.add(Color::rgb(0.9, 0.1, 0.1).into()),
transform: Transform::from_xyz(0.0, 1.2, 2.0)
.with_rotation(Quat::from_rotation_x(0.5 * PI)),
..default()
})
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.insert(OutlineBundle {
outline: OutlineVolume {
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visible: true,
colour: Color::rgba(1.0, 0.0, 1.0, 0.3),
width: 15.0,
},
..default()
})
.insert(Orbits);
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// Add plane, light source, and camera
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(Plane {
size: 5.0,
subdivisions: 0,
})),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
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commands.spawn(PointLightBundle {
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point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
fn wobble(mut query: Query<&mut Transform, With<Wobbles>>, timer: Res<Time>, mut t: Local<f32>) {
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let ta = *t;
*t = (ta + 0.5 * timer.delta_seconds()) % TAU;
let tb = *t;
let i1 = tb.cos() - ta.cos();
let i2 = ta.sin() - tb.sin();
for mut transform in query.iter_mut() {
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transform.rotate(Quat::from_rotation_z(
TAU * 20.0 * i1 * timer.delta_seconds(),
));
transform.rotate(Quat::from_rotation_y(
TAU * 20.0 * i2 * timer.delta_seconds(),
));
}
}
fn orbit(mut query: Query<&mut Transform, With<Orbits>>, timer: Res<Time>) {
for mut transform in query.iter_mut() {
transform.translate_around(
Vec3::ZERO,
Quat::from_rotation_y(0.4 * timer.delta_seconds()),
)
}
}