
I worked really hard to make ColorSource work, but sadly we need color to be instanceable and making it optional would add too much complexity. Maybe at some point in the future we can add it back. On the plus side, albedo color now modulates the albedo texture
79 lines
2.5 KiB
Rust
79 lines
2.5 KiB
Rust
use bevy::prelude::*;
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struct Rotator;
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fn main() {
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AppBuilder::new()
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.add_defaults()
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.setup_world(setup)
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.add_system(build_rotator_system())
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.run();
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}
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// rotates the parent, which will result in the child also rotating
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fn build_rotator_system() -> Box<dyn Schedulable> {
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SystemBuilder::new("Rotator")
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.read_resource::<Time>()
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.with_query(<(Write<Rotator>, Write<Rotation>)>::query())
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.build(move |_, world, time, rotator_query| {
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for (_rotator, mut rotation) in rotator_query.iter_mut(world) {
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rotation.0 = rotation.0 * Quat::from_rotation_x(3.0 * time.delta_seconds);
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}
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})
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}
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fn setup(world: &mut World, resources: &mut Resources) {
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let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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let mut material_storage = resources
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.get_mut::<AssetStorage<StandardMaterial>>()
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.unwrap();
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let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
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let cube_material_handle = material_storage.add(StandardMaterial {
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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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});
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world
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.build()
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// parent cube
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.add_entity(MeshEntity {
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mesh: cube_handle,
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material: cube_material_handle,
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translation: Translation::new(0.0, 0.0, 1.0),
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..Default::default()
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})
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.add(Rotator)
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.add_children(|builder| {
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// cube
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builder.add_entity(MeshEntity {
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mesh: cube_handle,
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material: cube_material_handle,
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translation: Translation::new(0.0, 0.0, 3.0),
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..Default::default()
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})
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})
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// light
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.add_entity(LightEntity {
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translation: Translation::new(4.0, -4.0, 5.0),
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rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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..Default::default()
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})
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// camera
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.add_entity(CameraEntity {
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camera: Camera::new(CameraType::Projection {
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fov: std::f32::consts::PI / 4.0,
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near: 1.0,
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far: 1000.0,
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aspect_ratio: 1.0,
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}),
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active_camera: ActiveCamera,
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local_to_world: LocalToWorld(Mat4::look_at_rh(
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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, 0.0, 1.0),
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)),
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})
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.build();
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}
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