# Objective - When using `Color::hex` for the first time, I was confused by the fact that I can't specify colors using #, which is much more familiar. - In the code editor (if there is support) there is a preview of the color, which is very convenient.  ## Solution - Allow you to enter colors like `#ff33f2` and use the `.strip_prefix` method to delete the `#` character.
		
			
				
	
	
		
			83 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example shows how to configure Physically Based Rendering (PBR) parameters.
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use bevy::prelude::*;
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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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        .run();
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}
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/// set up a simple 3D scene
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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 entities to the world
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    for y in -2..=2 {
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        for x in -5..=5 {
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            let x01 = (x + 5) as f32 / 10.0;
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            let y01 = (y + 2) as f32 / 4.0;
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            // sphere
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            commands.spawn(PbrBundle {
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                mesh: meshes.add(
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                    Mesh::try_from(shape::Icosphere {
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                        radius: 0.45,
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                        subdivisions: 32,
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                    })
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                    .unwrap(),
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                ),
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                material: materials.add(StandardMaterial {
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                    base_color: Color::hex("#ffd891").unwrap(),
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                    // vary key PBR parameters on a grid of spheres to show the effect
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                    metallic: y01,
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                    perceptual_roughness: x01,
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                    ..default()
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                }),
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                transform: Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
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                ..default()
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            });
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        }
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    }
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    // unlit sphere
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(
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            Mesh::try_from(shape::Icosphere {
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                radius: 0.45,
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                subdivisions: 32,
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            })
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            .unwrap(),
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        ),
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        material: materials.add(StandardMaterial {
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            base_color: Color::hex("#ffd891").unwrap(),
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            // vary key PBR parameters on a grid of spheres to show the effect
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            unlit: true,
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            ..default()
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        }),
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        transform: Transform::from_xyz(-5.0, -2.5, 0.0),
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        ..default()
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    });
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    // light
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    commands.spawn(PointLightBundle {
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        transform: Transform::from_xyz(50.0, 50.0, 50.0),
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        point_light: PointLight {
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            intensity: 600000.,
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            range: 100.,
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            ..default()
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        },
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        ..default()
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    });
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
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        projection: OrthographicProjection {
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            scale: 0.01,
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            ..default()
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        }
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        .into(),
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        ..default()
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    });
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}
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