126 lines
3.9 KiB
Rust
126 lines
3.9 KiB
Rust
use std::f32::consts::{PI, TAU};
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use bevy::{gltf::GltfPlugin, prelude::*, scene::SceneInstance, window::close_on_esc};
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use bevy_mod_outline::*;
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fn main() {
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App::new()
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// Register outline normal vertex attribute with glTF plugin
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.add_plugins(
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DefaultPlugins.build().set(
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GltfPlugin::default()
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.add_custom_vertex_attribute("_OUTLINE_NORMAL", ATTRIBUTE_OUTLINE_NORMAL),
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),
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)
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.add_plugins(OutlinePlugin)
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 1.0,
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})
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(setup_scene_once_loaded, rotates, rotates_hue, close_on_esc),
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)
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.run();
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}
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#[derive(Component)]
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struct Rotates;
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#[derive(Component)]
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struct RotatesHue;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(20.0, 20.0, 30.0)
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.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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..default()
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});
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// Light
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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// Hollow
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commands
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.spawn(SceneBundle {
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scene: asset_server.load("hollow.glb#Scene0"),
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..default()
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})
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.insert(Rotates)
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.insert(ComputedOutlineDepth::default());
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}
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// Once the scene is loaded, start the animation and add an outline
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fn setup_scene_once_loaded(
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mut commands: Commands,
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scene_query: Query<&SceneInstance>,
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scene_manager: Res<SceneSpawner>,
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name_query: Query<&Name, With<Handle<StandardMaterial>>>,
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mut done: Local<bool>,
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) {
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if !*done {
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if let Ok(scene) = scene_query.get_single() {
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if scene_manager.instance_is_ready(**scene) {
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for entity in scene_manager.iter_instance_entities(**scene) {
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commands
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.entity(entity)
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.insert(OutlineBundle {
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outline: OutlineVolume {
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visible: true,
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width: 7.5,
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colour: Color::BLUE,
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},
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stencil: OutlineStencil {
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enabled: true,
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offset: 0.0,
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},
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..default()
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})
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.insert(InheritOutlineDepth);
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if let Ok(name) = name_query.get(entity) {
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if name.as_str() == "inside" {
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commands.entity(entity).insert(RotatesHue);
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}
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}
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}
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*done = true;
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}
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}
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}
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}
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fn rotates(mut query: Query<&mut Transform, With<Rotates>>, timer: Res<Time>, mut t: Local<f32>) {
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*t = (*t + timer.delta_seconds()) % TAU;
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let a = t.sin();
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for mut transform in query.iter_mut() {
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*transform = Transform::from_rotation(Quat::from_rotation_y(a));
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}
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}
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fn rotates_hue(
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query: Query<&mut Handle<StandardMaterial>, With<RotatesHue>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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timer: Res<Time>,
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) {
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for handle in query.iter() {
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let material = materials.get_mut(handle).unwrap();
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let mut colour = material.base_color.as_hsla_f32();
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colour[0] = (colour[0] + 15.0 * timer.delta_seconds()) % 360.0;
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material.base_color = Color::Hsla {
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hue: colour[0],
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saturation: colour[1],
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lightness: colour[2],
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alpha: colour[3],
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};
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}
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}
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