109 lines
3.6 KiB
Rust
109 lines
3.6 KiB
Rust
use std::f32::consts::TAU;
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use bevy::{prelude::*, window::close_on_esc};
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use bevy_mod_outline::*;
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#[bevy_main]
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fn main() {
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App::new()
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.insert_resource(Msaa::Sample4)
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.insert_resource(ClearColor(Color::BLACK))
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.add_plugins((DefaultPlugins, OutlinePlugin))
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.add_systems(Startup, setup)
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.add_systems(Update, (close_on_esc, rotates))
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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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fn setup(
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mut commands: Commands,
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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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// Add sphere with child meshes sticking out of it
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commands
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.spawn(PbrBundle {
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mesh: meshes.add(Sphere::new(0.75).mesh().uv(30, 30)),
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material: materials.add(StandardMaterial::from(Color::rgb(0.9, 0.1, 0.1))),
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transform: Transform::from_translation(Vec3::new(0.0, 1.0, 0.0)),
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..default()
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})
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.insert(OutlineBundle {
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outline: OutlineVolume {
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visible: true,
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colour: Color::WHITE,
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width: 10.0,
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},
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stencil: OutlineStencil {
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offset: 5.0,
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..default()
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},
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..default()
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})
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.insert(Rotates)
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.with_children(|parent| {
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parent
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.spawn(PbrBundle {
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mesh: meshes.add(
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Capsule3d::new(0.2, 1.0)
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.mesh()
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.rings(15)
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.latitudes(15)
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.longitudes(15)
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.build(),
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),
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material: materials.add(StandardMaterial::from(Color::rgb(0.1, 0.1, 0.9))),
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transform: Transform::from_rotation(Quat::from_axis_angle(Vec3::X, TAU / 4.0))
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.with_translation(Vec3::new(0.0, 0.0, 0.75)),
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..default()
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})
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.insert(InheritOutlineBundle::default());
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parent
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.spawn(PbrBundle {
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mesh: meshes.add(
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Torus {
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minor_radius: 0.1,
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major_radius: 0.5,
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}
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.mesh()
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.minor_resolution(15)
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.major_resolution(30)
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.build(),
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),
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material: materials.add(StandardMaterial::from(Color::rgb(0.1, 0.1, 0.9))),
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transform: Transform::from_rotation(Quat::from_axis_angle(Vec3::Z, TAU / 4.0))
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.with_translation(Vec3::new(0.0, 0.0, -0.75)),
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..default()
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})
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.insert(InheritOutlineBundle::default());
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});
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// Add plane, light source, and camera
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::new(Vec3::Y).mesh().size(5.0, 5.0).build()),
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material: materials.add(StandardMaterial::from(Color::rgb(0.3, 0.5, 0.3))),
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..default()
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});
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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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),
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..default()
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});
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}
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fn rotates(mut query: Query<&mut Transform, With<Rotates>>, timer: Res<Time>) {
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for mut transform in query.iter_mut() {
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transform.rotate_axis(Vec3::Y, 0.75 * timer.delta_seconds());
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}
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}
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