bevy_mod_outline/examples/shapes.rs
2022-11-22 19:11:36 +00:00

127 lines
3.6 KiB
Rust

use std::f32::consts::{PI, TAU};
use bevy::{
prelude::{
shape::{Cube, Torus},
*,
},
window::close_on_esc,
};
use bevy_mod_outline::*;
#[bevy_main]
fn main() {
App::new()
.insert_resource(Msaa { samples: 4 })
.insert_resource(ClearColor(Color::BLACK))
.add_plugins(DefaultPlugins)
.add_plugin(OutlinePlugin)
.add_startup_system(setup)
.add_system(close_on_esc)
.add_system(wobble)
.add_system(orbit)
.run();
}
#[derive(Component)]
struct Wobbles;
#[derive(Component)]
struct Orbits;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Add cube with generated outline normals
let mut cube_mesh = Mesh::from(Cube { size: 1.0 });
cube_mesh.generate_outline_normals().unwrap();
commands
.spawn(PbrBundle {
mesh: meshes.add(cube_mesh),
material: materials.add(Color::rgb(0.1, 0.1, 0.9).into()),
transform: Transform::from_xyz(0.0, 1.0, 0.0),
..default()
})
.insert(OutlineBundle {
outline: OutlineVolume {
visible: true,
colour: Color::rgba(0.0, 1.0, 0.0, 1.0),
width: 25.0,
},
..default()
})
.insert(Wobbles);
// Add torus using the regular surface normals for outlining
commands
.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()
})
.insert(OutlineBundle {
outline: OutlineVolume {
visible: true,
colour: Color::rgba(1.0, 0.0, 1.0, 0.3),
width: 15.0,
},
..default()
})
.insert(Orbits);
// Add plane, light source, and camera
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(bevy::prelude::shape::Plane { size: 5.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
commands.spawn(Camera3dBundle {
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>) {
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() {
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()),
)
}
}