 f18f28874a
			
		
	
	
		f18f28874a
		
			
		
	
	
	
	
		
			
			# Objective - Better consistency with `add_systems`. - Deprecating `add_plugin` in favor of a more powerful `add_plugins`. - Allow passing `Plugin` to `add_plugins`. - Allow passing tuples to `add_plugins`. ## Solution - `App::add_plugins` now takes an `impl Plugins` parameter. - `App::add_plugin` is deprecated. - `Plugins` is a new sealed trait that is only implemented for `Plugin`, `PluginGroup` and tuples over `Plugins`. - All examples, benchmarks and tests are changed to use `add_plugins`, using tuples where appropriate. --- ## Changelog ### Changed - `App::add_plugins` now accepts all types that implement `Plugins`, which is implemented for: - Types that implement `Plugin`. - Types that implement `PluginGroup`. - Tuples (up to 16 elements) over types that implement `Plugins`. - Deprecated `App::add_plugin` in favor of `App::add_plugins`. ## Migration Guide - Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			170 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			170 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use std::f32::consts::*;
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| 
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| use bevy::{
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|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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|     pbr::NotShadowCaster,
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|     prelude::*,
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| };
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| use rand::{thread_rng, Rng};
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins((
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|             DefaultPlugins,
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|             FrameTimeDiagnosticsPlugin,
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|             LogDiagnosticsPlugin::default(),
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|         ))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (light_sway, movement))
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct Movable;
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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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|     // ground plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(shape::Plane::from_size(100.0).into()),
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|         material: materials.add(StandardMaterial {
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|             base_color: Color::GREEN,
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|             perceptual_roughness: 1.0,
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|             ..default()
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|         }),
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|         ..default()
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|     });
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| 
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|     // cubes
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|     let mut rng = thread_rng();
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|     for _ in 0..100 {
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|         let x = rng.gen_range(-5.0..5.0);
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|         let y = rng.gen_range(-5.0..5.0);
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|         let z = rng.gen_range(-5.0..5.0);
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|         commands.spawn((
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|             PbrBundle {
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|                 mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
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|                 material: materials.add(StandardMaterial {
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|                     base_color: Color::BLUE,
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|                     ..default()
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|                 }),
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|                 transform: Transform::from_xyz(x, y, z),
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|                 ..default()
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|             },
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|             Movable,
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|         ));
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|     }
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| 
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|     // ambient light
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|     commands.insert_resource(AmbientLight {
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|         color: Color::rgb(0.0, 1.0, 1.0),
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|         brightness: 0.14,
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|     });
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| 
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|     for x in 0..4 {
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|         for z in 0..4 {
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|             let x = x as f32 - 2.0;
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|             let z = z as f32 - 2.0;
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|             // red spot_light
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|             commands
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|                 .spawn(SpotLightBundle {
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|                     transform: Transform::from_xyz(1.0 + x, 2.0, z)
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|                         .looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
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|                     spot_light: SpotLight {
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|                         intensity: 200.0, // lumens
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|                         color: Color::WHITE,
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|                         shadows_enabled: true,
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|                         inner_angle: PI / 4.0 * 0.85,
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|                         outer_angle: PI / 4.0,
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|                         ..default()
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|                     },
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|                     ..default()
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|                 })
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|                 .with_children(|builder| {
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|                     builder.spawn(PbrBundle {
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|                         mesh: meshes.add(Mesh::from(shape::UVSphere {
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|                             radius: 0.05,
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|                             ..default()
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|                         })),
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|                         material: materials.add(StandardMaterial {
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|                             base_color: Color::RED,
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|                             emissive: Color::rgba_linear(1.0, 0.0, 0.0, 0.0),
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|                             ..default()
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|                         }),
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|                         ..default()
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|                     });
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|                     builder.spawn((
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|                         PbrBundle {
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|                             transform: Transform::from_translation(Vec3::Z * -0.1),
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|                             mesh: meshes.add(Mesh::from(shape::UVSphere {
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|                                 radius: 0.1,
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|                                 ..default()
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|                             })),
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|                             material: materials.add(StandardMaterial {
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|                                 base_color: Color::MAROON,
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|                                 emissive: Color::rgba_linear(0.369, 0.0, 0.0, 0.0),
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|                                 ..default()
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|                             }),
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|                             ..default()
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|                         },
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|                         NotShadowCaster,
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|                     ));
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|                 });
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|         }
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|     }
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| 
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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
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|     for (mut transform, mut angles) in query.iter_mut() {
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|         transform.rotation = Quat::from_euler(
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|             EulerRot::XYZ,
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|             -FRAC_PI_2 + (time.elapsed_seconds() * 0.67 * 3.0).sin() * 0.5,
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|             (time.elapsed_seconds() * 3.0).sin() * 0.5,
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|             0.0,
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|         );
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|         let angle = ((time.elapsed_seconds() * 1.2).sin() + 1.0) * (FRAC_PI_4 - 0.1);
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|         angles.inner_angle = angle * 0.8;
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|         angles.outer_angle = angle;
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|     }
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| }
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| 
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| fn movement(
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|     input: Res<Input<KeyCode>>,
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|     time: Res<Time>,
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|     mut query: Query<&mut Transform, With<Movable>>,
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| ) {
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|     for mut transform in &mut query {
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|         let mut direction = Vec3::ZERO;
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|         if input.pressed(KeyCode::Up) {
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|             direction.z -= 1.0;
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|         }
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|         if input.pressed(KeyCode::Down) {
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|             direction.z += 1.0;
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|         }
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|         if input.pressed(KeyCode::Left) {
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|             direction.x -= 1.0;
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|         }
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|         if input.pressed(KeyCode::Right) {
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|             direction.x += 1.0;
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|         }
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|         if input.pressed(KeyCode::PageUp) {
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|             direction.y += 1.0;
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|         }
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|         if input.pressed(KeyCode::PageDown) {
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|             direction.y -= 1.0;
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|         }
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| 
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|         transform.translation += time.delta_seconds() * 2.0 * direction;
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|     }
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| }
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