 65252bb87a
			
		
	
	
		65252bb87a
		
	
	
	
	
		
			
			Examples inconsistently use either `TAU`, `PI`, `FRAC_PI_2` or `FRAC_PI_4`. Often in odd ways and without `use`ing the constants, making it difficult to parse. * Use `PI` to specify angles. * General code-quality improvements. * Fix borked `hierarchy` example. Co-authored-by: devil-ira <justthecooldude@gmail.com>
		
			
				
	
	
		
			100 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			100 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates how to scale an object in each direction.
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::math::Vec3Swizzles;
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| use bevy::prelude::*;
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| 
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| // Define a component to keep information for the scaled object.
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| #[derive(Component)]
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| struct Scaling {
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|     scale_direction: Vec3,
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|     scale_speed: f32,
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|     max_element_size: f32,
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|     min_element_size: f32,
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| }
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| 
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| // Implement a simple initialization.
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| impl Scaling {
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|     fn new() -> Self {
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|         Scaling {
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|             scale_direction: Vec3::X,
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|             scale_speed: 2.0,
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|             max_element_size: 5.0,
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|             min_element_size: 1.0,
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|         }
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|     }
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| }
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(change_scale_direction)
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|         .add_system(scale_cube)
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|         .run();
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| }
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| 
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| // Startup system to setup the scene and spawn all relevant entities.
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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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|     // Spawn a cube to scale.
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|     commands
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|         .spawn_bundle(PbrBundle {
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|             mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|             material: materials.add(Color::WHITE.into()),
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|             transform: Transform::from_rotation(Quat::from_rotation_y(PI / 4.0)),
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|             ..default()
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|         })
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|         .insert(Scaling::new());
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| 
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|     // Spawn a camera looking at the entities to show what's happening in this example.
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|     commands.spawn_bundle(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Add a light source for better 3d visibility.
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|     commands.spawn_bundle(PointLightBundle {
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|         transform: Transform::from_translation(Vec3::ONE * 3.0),
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|         ..default()
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|     });
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| }
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| 
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| // This system will check if a scaled entity went above or below the entities scaling bounds
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| // and change the direction of the scaling vector.
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| fn change_scale_direction(mut cubes: Query<(&mut Transform, &mut Scaling)>) {
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|     for (mut transform, mut cube) in &mut cubes {
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|         // If an entity scaled beyond the maximum of its size in any dimension
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|         // the scaling vector is flipped so the scaling is gradually reverted.
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|         // Additionally, to ensure the condition does not trigger again we floor the elements to
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|         // their next full value, which should be max_element_size at max.
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|         if transform.scale.max_element() > cube.max_element_size {
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|             cube.scale_direction *= -1.0;
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|             transform.scale = transform.scale.floor();
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|         }
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|         // If an entity scaled beyond the minimum of its size in any dimension
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|         // the scaling vector is also flipped.
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|         // Additionally the Values are ceiled to be min_element_size at least
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|         // and the scale direction is flipped.
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|         // This way the entity will change the dimension in which it is scaled any time it
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|         // reaches its min_element_size.
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|         if transform.scale.min_element() < cube.min_element_size {
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|             cube.scale_direction *= -1.0;
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|             transform.scale = transform.scale.ceil();
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|             cube.scale_direction = cube.scale_direction.zxy();
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|         }
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|     }
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| }
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| 
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| // This system will scale any entity with assigned Scaling in each direction
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| // by cycling through the directions to scale.
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| fn scale_cube(mut cubes: Query<(&mut Transform, &Scaling)>, timer: Res<Time>) {
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|     for (mut transform, cube) in &mut cubes {
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|         transform.scale += cube.scale_direction * cube.scale_speed * timer.delta_seconds();
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|     }
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| }
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