97 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::{
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    prelude::*,
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    render::{
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        camera::{Camera, VisibleEntities},
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        mesh::shape,
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    },
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};
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/// This example visualizes camera z-ordering by setting the material of rotating cubes to their distance from the camera
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fn main() {
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    App::build()
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        .add_default_plugins()
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        .add_startup_system(setup.system())
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        .add_system(rotator_system.system())
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        .add_system(camera_order_color_system.system())
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        .run();
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}
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struct Rotator;
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/// rotates the parent, which will result in the child also rotating
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fn rotator_system(time: Res<Time>, mut query: Query<(&Rotator, &mut Transform)>) {
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    for (_rotator, mut transform) in &mut query.iter() {
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        let rotation = transform.rotation() * Quat::from_rotation_x(3.0 * time.delta_seconds);
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        transform.set_rotation(rotation);
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    }
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}
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fn camera_order_color_system(
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    mut materials: ResMut<Assets<StandardMaterial>>,
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    mut camera_query: Query<(&Camera, &VisibleEntities)>,
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    material_query: Query<&Handle<StandardMaterial>>,
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) {
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    for (_camera, visible_entities) in &mut camera_query.iter() {
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        for visible_entity in visible_entities.iter() {
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            if let Ok(material_handle) =
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                material_query.get::<Handle<StandardMaterial>>(visible_entity.entity)
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            {
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                let material = materials.get_mut(&material_handle).unwrap();
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                let value = 1.0 - (visible_entity.order.0 - 10.0) / 7.0;
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                material.albedo = Color::rgb(value, value, value);
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            }
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        }
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    }
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}
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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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    let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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    commands
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        // parent cube
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        .spawn(PbrComponents {
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            mesh: cube_handle,
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            material: materials.add(StandardMaterial {
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                shaded: false,
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                ..Default::default()
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            }),
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            transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
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            ..Default::default()
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        })
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        .with(Rotator)
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        .with_children(|parent| {
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            // child cubes
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            parent
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                .spawn(PbrComponents {
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                    mesh: cube_handle,
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                    material: materials.add(StandardMaterial {
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                        shaded: false,
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                        ..Default::default()
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                    }),
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                    transform: Transform::from_translation(Vec3::new(0.0, 3.0, 0.0)),
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                    ..Default::default()
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                })
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                .spawn(PbrComponents {
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                    mesh: cube_handle,
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                    material: materials.add(StandardMaterial {
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                        shaded: false,
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                        ..Default::default()
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                    }),
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                    transform: Transform::from_translation(Vec3::new(0.0, -3.0, 0.0)),
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                    ..Default::default()
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                });
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        })
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        // camera
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        .spawn(Camera3dComponents {
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            transform: Transform::new(Mat4::face_toward(
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                Vec3::new(5.0, 10.0, 10.0),
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                Vec3::new(0.0, 0.0, 0.0),
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                Vec3::new(0.0, 1.0, 0.0),
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            )),
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            ..Default::default()
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        });
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}
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