pub enum Color {
Srgba(Srgba),
LinearRgba(LinearRgba),
Hsla(Hsla),
Hsva(Hsva),
Hwba(Hwba),
Laba(Laba),
Lcha(Lcha),
Oklaba(Oklaba),
Oklcha(Oklcha),
Xyza(Xyza),
}
Expand description
An enumerated type that can represent any of the color types in this crate.
This is useful when you need to store a color in a data structure that can’t be generic over the color type.
§Conversion
Conversion between the various color spaces is achieved using Rust’s native From trait. Because certain color spaces are defined by their transformation to and from another space, these From implementations reflect that set of definitions.
let color = Srgba::rgb(0.5, 0.5, 0.5);
// Using From explicitly
let linear_color = LinearRgba::from(color);
// Using Into
let linear_color: LinearRgba = color.into();
For example, the sRGB space is defined by its relationship with Linear RGB, and HWB by its with sRGB. As such, it is the responsibility of sRGB to provide From implementations for Linear RGB, and HWB for sRGB. To then provide conversion between Linear RGB and HWB directly, HWB is responsible for implementing these conversions, delegating to sRGB as an intermediatory. This ensures that all conversions take the shortest path between any two spaces, and limit the proliferation of domain specific knowledge for each color space to their respective definitions.
§Operations
Color
supports all the standard color operations, such as mixing,
luminance and hue adjustment,
and diffing. These operations delegate to the concrete color space contained
by Color
, but will convert to Oklch
for operations which aren’t supported in the
current space. After performing the operation, if a conversion was required, the result will be
converted back into the original color space.
let red_hsv = Color::hsv(0., 1., 1.);
let red_srgb = Color::srgb(1., 0., 0.);
// HSV has a definition of hue, so it will be returned.
red_hsv.hue();
// SRGB doesn't have a native definition for hue.
// Converts to Oklch and returns that result.
red_srgb.hue();
Oklch
has been chosen as the intermediary space in cases where conversion is required
due to its perceptual uniformity and broad support for Bevy’s color operations.
To avoid the cost of repeated conversion, and ensure consistent results where that is desired,
first convert this Color
into your desired color space.
Variants§
Srgba(Srgba)
A color in the sRGB color space with alpha.
LinearRgba(LinearRgba)
A color in the linear sRGB color space with alpha.
Hsla(Hsla)
A color in the HSL color space with alpha.
Hsva(Hsva)
A color in the HSV color space with alpha.
Hwba(Hwba)
A color in the HWB color space with alpha.
Laba(Laba)
A color in the LAB color space with alpha.
Lcha(Lcha)
A color in the LCH color space with alpha.
Oklaba(Oklaba)
A color in the Oklab color space with alpha.
Oklcha(Oklcha)
A color in the Oklch color space with alpha.
Xyza(Xyza)
A color in the XYZ color space with alpha.
Implementations§
Source§impl Color
impl Color
Sourcepub const WHITE: Color
pub const WHITE: Color
A fully white Color::LinearRgba
color with an alpha of 1.0.
Sourcepub const BLACK: Color
pub const BLACK: Color
A fully black Color::LinearRgba
color with an alpha of 1.0.
Sourcepub const NONE: Color
pub const NONE: Color
A fully transparent Color::LinearRgba
color with 0 red, green and blue.
Sourcepub fn to_linear(&self) -> LinearRgba
pub fn to_linear(&self) -> LinearRgba
Return the color as a linear RGBA color.
Examples found in repository?
90fn animate(
91 mut materials: ResMut<Assets<CustomUiMaterial>>,
92 q: Query<&MaterialNode<CustomUiMaterial>>,
93 time: Res<Time>,
94) {
95 let duration = 2.0;
96 for handle in &q {
97 if let Some(material) = materials.get_mut(handle) {
98 // rainbow color effect
99 let new_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 1., 0.5);
100 let border_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 0.75, 0.75);
101 material.color = new_color.to_linear().to_vec4();
102 material.slider.x =
103 ((time.elapsed_secs() % (duration * 2.0)) - duration).abs() / duration;
104 material.border_color = border_color.to_linear().to_vec4();
105 }
106 }
107}
More examples
228fn spawn_light_textures(
229 commands: &mut Commands,
230 asset_server: &AssetServer,
231 meshes: &mut Assets<Mesh>,
232 materials: &mut Assets<StandardMaterial>,
233) {
234 commands.spawn((
235 SpotLight {
236 color: Color::srgb(1.0, 1.0, 0.8),
237 intensity: 10e6,
238 outer_angle: 0.25,
239 inner_angle: 0.25,
240 shadows_enabled: true,
241 ..default()
242 },
243 Transform::from_translation(Vec3::new(6.0, 1.0, 2.0)).looking_at(Vec3::ZERO, Vec3::Y),
244 SpotLightTexture {
245 image: asset_server.load("lightmaps/torch_spotlight_texture.png"),
246 },
247 Visibility::Inherited,
248 Selection::SpotLight,
249 ));
250
251 commands.spawn((
252 Visibility::Hidden,
253 Transform::from_translation(Vec3::new(0.0, 1.8, 0.01)).with_scale(Vec3::splat(0.1)),
254 Selection::PointLight,
255 children![
256 SceneRoot(
257 asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/Faces/faces.glb")),
258 ),
259 (
260 Mesh3d(meshes.add(Sphere::new(1.0))),
261 MeshMaterial3d(materials.add(StandardMaterial {
262 emissive: Color::srgb(0.0, 0.0, 300.0).to_linear(),
263 ..default()
264 })),
265 ),
266 (
267 PointLight {
268 color: Color::srgb(0.0, 0.0, 1.0),
269 intensity: 1e6,
270 shadows_enabled: true,
271 ..default()
272 },
273 PointLightTexture {
274 image: asset_server.load("lightmaps/faces_pointlight_texture_blurred.png"),
275 cubemap_layout: CubemapLayout::CrossVertical,
276 },
277 )
278 ],
279 ));
280}
Sourcepub fn to_srgba(&self) -> Srgba
pub fn to_srgba(&self) -> Srgba
Return the color as an SRGBA color.
Examples found in repository?
104fn update_colors(
105 keyboard_input: Res<ButtonInput<KeyCode>>,
106 mut config: ResMut<Wireframe2dConfig>,
107 mut wireframe_colors: Query<&mut Wireframe2dColor>,
108 mut text: Single<&mut Text>,
109) {
110 text.0 = format!(
111 "Controls
112---------------
113Z - Toggle global
114X - Change global color
115C - Change color of the circle wireframe
116
117Wireframe2dConfig
118-------------
119Global: {}
120Color: {:?}",
121 config.global,
122 config.default_color.to_srgba(),
123 );
124
125 // Toggle showing a wireframe on all meshes
126 if keyboard_input.just_pressed(KeyCode::KeyZ) {
127 config.global = !config.global;
128 }
129
130 // Toggle the global wireframe color
131 if keyboard_input.just_pressed(KeyCode::KeyX) {
132 config.default_color = if config.default_color == WHITE.into() {
133 RED.into()
134 } else {
135 WHITE.into()
136 };
137 }
138
139 // Toggle the color of a wireframe using `Wireframe2dColor` and not the global color
140 if keyboard_input.just_pressed(KeyCode::KeyC) {
141 for mut color in &mut wireframe_colors {
142 color.color = if color.color == GREEN.into() {
143 RED.into()
144 } else {
145 GREEN.into()
146 };
147 }
148 }
149}
Sourcepub const fn srgba(red: f32, green: f32, blue: f32, alpha: f32) -> Color
pub const fn srgba(red: f32, green: f32, blue: f32, alpha: f32) -> Color
Creates a new Color
object storing a Srgba
color.
§Arguments
red
- Red channel. [0.0, 1.0]green
- Green channel. [0.0, 1.0]blue
- Blue channel. [0.0, 1.0]alpha
- Alpha channel. [0.0, 1.0]
Examples found in repository?
120fn spawn_coated_glass_bubble_sphere(
121 commands: &mut Commands,
122 materials: &mut Assets<StandardMaterial>,
123 sphere: &Handle<Mesh>,
124) {
125 commands
126 .spawn((
127 Mesh3d(sphere.clone()),
128 MeshMaterial3d(materials.add(StandardMaterial {
129 clearcoat: 1.0,
130 clearcoat_perceptual_roughness: 0.1,
131 metallic: 0.5,
132 perceptual_roughness: 0.1,
133 base_color: Color::srgba(0.9, 0.9, 0.9, 0.3),
134 alpha_mode: AlphaMode::Blend,
135 ..default()
136 })),
137 Transform::from_xyz(-1.0, -1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
138 ))
139 .insert(ExampleSphere);
140}
More examples
13fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
14 commands.spawn(Camera2d);
15
16 let sprite_handle = asset_server.load("branding/icon.png");
17
18 commands.spawn((
19 Sprite::from_image(sprite_handle.clone()),
20 Transform::from_xyz(-100.0, 0.0, 0.0),
21 ));
22 commands.spawn((
23 Sprite {
24 image: sprite_handle.clone(),
25 // Alpha channel of the color controls transparency.
26 color: Color::srgba(0.0, 0.0, 1.0, 0.7),
27 ..default()
28 },
29 Transform::from_xyz(0.0, 0.0, 0.1),
30 ));
31 commands.spawn((
32 Sprite {
33 image: sprite_handle,
34 color: Color::srgba(0.0, 1.0, 0.0, 0.3),
35 ..default()
36 },
37 Transform::from_xyz(100.0, 0.0, 0.2),
38 ));
39}
26fn setup_camera_fog(mut commands: Commands) {
27 commands.spawn((
28 Camera3d::default(),
29 Transform::from_xyz(-1.0, 0.1, 1.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
30 DistanceFog {
31 color: Color::srgba(0.35, 0.48, 0.66, 1.0),
32 directional_light_color: Color::srgba(1.0, 0.95, 0.85, 0.5),
33 directional_light_exponent: 30.0,
34 falloff: FogFalloff::from_visibility_colors(
35 15.0, // distance in world units up to which objects retain visibility (>= 5% contrast)
36 Color::srgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
37 Color::srgb(0.8, 0.844, 1.0), // atmospheric inscattering color (light gained due to scattering from the sun)
38 ),
39 },
40 ));
41}
15fn setup(
16 mut commands: Commands,
17 asset_server: Res<AssetServer>,
18 mut meshes: ResMut<Assets<Mesh>>,
19 mut materials: ResMut<Assets<StandardMaterial>>,
20) {
21 // load a texture and retrieve its aspect ratio
22 let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
23 let aspect = 0.25;
24
25 // create a new quad mesh. this is what we will apply the texture to
26 let quad_width = 8.0;
27 let quad_handle = meshes.add(Rectangle::new(quad_width, quad_width * aspect));
28
29 // this material renders the texture normally
30 let material_handle = materials.add(StandardMaterial {
31 base_color_texture: Some(texture_handle.clone()),
32 alpha_mode: AlphaMode::Blend,
33 unlit: true,
34 ..default()
35 });
36
37 // this material modulates the texture to make it red (and slightly transparent)
38 let red_material_handle = materials.add(StandardMaterial {
39 base_color: Color::srgba(1.0, 0.0, 0.0, 0.5),
40 base_color_texture: Some(texture_handle.clone()),
41 alpha_mode: AlphaMode::Blend,
42 unlit: true,
43 ..default()
44 });
45
46 // and lets make this one blue! (and also slightly transparent)
47 let blue_material_handle = materials.add(StandardMaterial {
48 base_color: Color::srgba(0.0, 0.0, 1.0, 0.5),
49 base_color_texture: Some(texture_handle),
50 alpha_mode: AlphaMode::Blend,
51 unlit: true,
52 ..default()
53 });
54
55 // textured quad - normal
56 commands.spawn((
57 Mesh3d(quad_handle.clone()),
58 MeshMaterial3d(material_handle),
59 Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
60 ));
61 // textured quad - modulated
62 commands.spawn((
63 Mesh3d(quad_handle.clone()),
64 MeshMaterial3d(red_material_handle),
65 Transform::from_rotation(Quat::from_rotation_x(-PI / 5.0)),
66 ));
67 // textured quad - modulated
68 commands.spawn((
69 Mesh3d(quad_handle),
70 MeshMaterial3d(blue_material_handle),
71 Transform::from_xyz(0.0, 0.0, -1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
72 ));
73 // camera
74 commands.spawn((
75 Camera3d::default(),
76 Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
77 ));
78}
14fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
15 commands.spawn(Camera2d);
16
17 let font_handle = asset_server.load("fonts/FiraSans-Bold.ttf");
18
19 commands
20 .spawn(Node {
21 width: percent(100),
22 height: percent(100),
23 align_items: AlignItems::Center,
24 justify_content: JustifyContent::SpaceAround,
25 ..default()
26 })
27 .with_children(|parent| {
28 parent
29 .spawn((
30 Button,
31 Node {
32 width: px(150),
33 height: px(65),
34 justify_content: JustifyContent::Center,
35 align_items: AlignItems::Center,
36 ..default()
37 },
38 BackgroundColor(Color::srgb(0.1, 0.5, 0.1)),
39 ))
40 .with_children(|parent| {
41 parent.spawn((
42 Text::new("Button 1"),
43 TextFont {
44 font: font_handle.clone(),
45 font_size: 33.0,
46 ..default()
47 },
48 // Alpha channel of the color controls transparency.
49 TextColor(Color::srgba(1.0, 1.0, 1.0, 0.2)),
50 ));
51 });
52
53 // Button with a different color,
54 // to demonstrate the text looks different due to its transparency.
55 parent
56 .spawn((
57 Button,
58 Node {
59 width: px(150),
60 height: px(65),
61 justify_content: JustifyContent::Center,
62 align_items: AlignItems::Center,
63 ..default()
64 },
65 BackgroundColor(Color::srgb(0.5, 0.1, 0.5)),
66 ))
67 .with_children(|parent| {
68 parent.spawn((
69 Text::new("Button 2"),
70 TextFont {
71 font: font_handle.clone(),
72 font_size: 33.0,
73 ..default()
74 },
75 // Alpha channel of the color controls transparency.
76 TextColor(Color::srgba(1.0, 1.0, 1.0, 0.2)),
77 ));
78 });
79 });
80}
51fn setup(
52 mut commands: Commands,
53 mut meshes: ResMut<Assets<Mesh>>,
54 mut materials: ResMut<Assets<StandardMaterial>>,
55) {
56 // Use seeded rng and store it in a resource; this makes the random output reproducible.
57 let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
58 commands.insert_resource(RandomSource(seeded_rng));
59
60 // Make a plane for establishing space.
61 commands.spawn((
62 Mesh3d(meshes.add(Plane3d::default().mesh().size(12.0, 12.0))),
63 MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
64 Transform::from_xyz(0.0, -2.5, 0.0),
65 ));
66
67 // Store the shape we sample from in a resource:
68 let shape = Cuboid::from_length(2.9);
69 commands.insert_resource(SampledShape(shape));
70
71 // The sampled shape shown transparently:
72 commands.spawn((
73 Mesh3d(meshes.add(shape)),
74 MeshMaterial3d(materials.add(StandardMaterial {
75 base_color: Color::srgba(0.2, 0.1, 0.6, 0.3),
76 alpha_mode: AlphaMode::Blend,
77 cull_mode: None,
78 ..default()
79 })),
80 ));
81
82 // A light:
83 commands.spawn((
84 PointLight {
85 shadows_enabled: true,
86 ..default()
87 },
88 Transform::from_xyz(4.0, 8.0, 4.0),
89 ));
90
91 // A camera:
92 commands.spawn((
93 Camera3d::default(),
94 Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
95 ));
96
97 // Store the mesh and material for sample points in resources:
98 commands.insert_resource(PointMesh(
99 meshes.add(
100 Sphere::new(0.03)
101 .mesh()
102 .kind(SphereKind::Ico { subdivisions: 3 }),
103 ),
104 ));
105 commands.insert_resource(PointMaterial(materials.add(StandardMaterial {
106 base_color: Color::srgb(1.0, 0.8, 0.8),
107 metallic: 0.8,
108 ..default()
109 })));
110
111 // Instructions for the example:
112 commands.spawn((
113 Text::new(
114 "Controls:\n\
115 M: Toggle between sampling boundary and interior.\n\
116 R: Restart (erase all samples).\n\
117 S: Add one random sample.\n\
118 D: Add 100 random samples.\n\
119 Rotate camera by holding left mouse and panning left/right.",
120 ),
121 Node {
122 position_type: PositionType::Absolute,
123 top: px(12),
124 left: px(12),
125 ..default()
126 },
127 ));
128
129 // The mode starts with interior points.
130 commands.insert_resource(Mode::Interior);
131
132 // Starting mouse-pressed state is false.
133 commands.insert_resource(MousePressed(false));
134}
Sourcepub const fn srgb(red: f32, green: f32, blue: f32) -> Color
pub const fn srgb(red: f32, green: f32, blue: f32) -> Color
Creates a new Color
object storing a Srgba
color with an alpha of 1.0.
§Arguments
red
- Red channel. [0.0, 1.0]green
- Green channel. [0.0, 1.0]blue
- Blue channel. [0.0, 1.0]
Examples found in repository?
More examples
6const TEXT_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
7
8// Enum that will be used as a global state for the game
9#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
10enum GameState {
11 #[default]
12 Splash,
13 Menu,
14 Game,
15}
16
17// One of the two settings that can be set through the menu. It will be a resource in the app
18#[derive(Resource, Debug, Component, PartialEq, Eq, Clone, Copy)]
19enum DisplayQuality {
20 Low,
21 Medium,
22 High,
23}
24
25// One of the two settings that can be set through the menu. It will be a resource in the app
26#[derive(Resource, Debug, Component, PartialEq, Eq, Clone, Copy)]
27struct Volume(u32);
28
29fn main() {
30 App::new()
31 .add_plugins(DefaultPlugins)
32 // Insert as resource the initial value for the settings resources
33 .insert_resource(DisplayQuality::Medium)
34 .insert_resource(Volume(7))
35 // Declare the game state, whose starting value is determined by the `Default` trait
36 .init_state::<GameState>()
37 .add_systems(Startup, setup)
38 // Adds the plugins for each state
39 .add_plugins((splash::splash_plugin, menu::menu_plugin, game::game_plugin))
40 .run();
41}
42
43fn setup(mut commands: Commands) {
44 commands.spawn(Camera2d);
45}
46
47mod splash {
48 use bevy::prelude::*;
49
50 use super::GameState;
51
52 // This plugin will display a splash screen with Bevy logo for 1 second before switching to the menu
53 pub fn splash_plugin(app: &mut App) {
54 // As this plugin is managing the splash screen, it will focus on the state `GameState::Splash`
55 app
56 // When entering the state, spawn everything needed for this screen
57 .add_systems(OnEnter(GameState::Splash), splash_setup)
58 // While in this state, run the `countdown` system
59 .add_systems(Update, countdown.run_if(in_state(GameState::Splash)));
60 }
61
62 // Tag component used to tag entities added on the splash screen
63 #[derive(Component)]
64 struct OnSplashScreen;
65
66 // Newtype to use a `Timer` for this screen as a resource
67 #[derive(Resource, Deref, DerefMut)]
68 struct SplashTimer(Timer);
69
70 fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
71 let icon = asset_server.load("branding/icon.png");
72 // Display the logo
73 commands.spawn((
74 // This entity will be despawned when exiting the state
75 DespawnOnExit(GameState::Splash),
76 Node {
77 align_items: AlignItems::Center,
78 justify_content: JustifyContent::Center,
79 width: percent(100),
80 height: percent(100),
81 ..default()
82 },
83 OnSplashScreen,
84 children![(
85 ImageNode::new(icon),
86 Node {
87 // This will set the logo to be 200px wide, and auto adjust its height
88 width: px(200),
89 ..default()
90 },
91 )],
92 ));
93 // Insert the timer as a resource
94 commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, TimerMode::Once)));
95 }
96
97 // Tick the timer, and change state when finished
98 fn countdown(
99 mut game_state: ResMut<NextState<GameState>>,
100 time: Res<Time>,
101 mut timer: ResMut<SplashTimer>,
102 ) {
103 if timer.tick(time.delta()).is_finished() {
104 game_state.set(GameState::Menu);
105 }
106 }
107}
108
109mod game {
110 use bevy::{
111 color::palettes::basic::{BLUE, LIME},
112 prelude::*,
113 };
114
115 use super::{DisplayQuality, GameState, Volume, TEXT_COLOR};
116
117 // This plugin will contain the game. In this case, it's just be a screen that will
118 // display the current settings for 5 seconds before returning to the menu
119 pub fn game_plugin(app: &mut App) {
120 app.add_systems(OnEnter(GameState::Game), game_setup)
121 .add_systems(Update, game.run_if(in_state(GameState::Game)));
122 }
123
124 // Tag component used to tag entities added on the game screen
125 #[derive(Component)]
126 struct OnGameScreen;
127
128 #[derive(Resource, Deref, DerefMut)]
129 struct GameTimer(Timer);
130
131 fn game_setup(
132 mut commands: Commands,
133 display_quality: Res<DisplayQuality>,
134 volume: Res<Volume>,
135 ) {
136 commands.spawn((
137 DespawnOnExit(GameState::Game),
138 Node {
139 width: percent(100),
140 height: percent(100),
141 // center children
142 align_items: AlignItems::Center,
143 justify_content: JustifyContent::Center,
144 ..default()
145 },
146 OnGameScreen,
147 children![(
148 Node {
149 // This will display its children in a column, from top to bottom
150 flex_direction: FlexDirection::Column,
151 // `align_items` will align children on the cross axis. Here the main axis is
152 // vertical (column), so the cross axis is horizontal. This will center the
153 // children
154 align_items: AlignItems::Center,
155 ..default()
156 },
157 BackgroundColor(Color::BLACK),
158 children![
159 (
160 Text::new("Will be back to the menu shortly..."),
161 TextFont {
162 font_size: 67.0,
163 ..default()
164 },
165 TextColor(TEXT_COLOR),
166 Node {
167 margin: UiRect::all(px(50)),
168 ..default()
169 },
170 ),
171 (
172 Text::default(),
173 Node {
174 margin: UiRect::all(px(50)),
175 ..default()
176 },
177 children![
178 (
179 TextSpan(format!("quality: {:?}", *display_quality)),
180 TextFont {
181 font_size: 50.0,
182 ..default()
183 },
184 TextColor(BLUE.into()),
185 ),
186 (
187 TextSpan::new(" - "),
188 TextFont {
189 font_size: 50.0,
190 ..default()
191 },
192 TextColor(TEXT_COLOR),
193 ),
194 (
195 TextSpan(format!("volume: {:?}", *volume)),
196 TextFont {
197 font_size: 50.0,
198 ..default()
199 },
200 TextColor(LIME.into()),
201 ),
202 ]
203 ),
204 ]
205 )],
206 ));
207 // Spawn a 5 seconds timer to trigger going back to the menu
208 commands.insert_resource(GameTimer(Timer::from_seconds(5.0, TimerMode::Once)));
209 }
210
211 // Tick the timer, and change state when finished
212 fn game(
213 time: Res<Time>,
214 mut game_state: ResMut<NextState<GameState>>,
215 mut timer: ResMut<GameTimer>,
216 ) {
217 if timer.tick(time.delta()).is_finished() {
218 game_state.set(GameState::Menu);
219 }
220 }
221}
222
223mod menu {
224 use bevy::{
225 app::AppExit,
226 color::palettes::css::CRIMSON,
227 ecs::spawn::{SpawnIter, SpawnWith},
228 prelude::*,
229 };
230
231 use super::{DisplayQuality, GameState, Volume, TEXT_COLOR};
232
233 // This plugin manages the menu, with 5 different screens:
234 // - a main menu with "New Game", "Settings", "Quit"
235 // - a settings menu with two submenus and a back button
236 // - two settings screen with a setting that can be set and a back button
237 pub fn menu_plugin(app: &mut App) {
238 app
239 // At start, the menu is not enabled. This will be changed in `menu_setup` when
240 // entering the `GameState::Menu` state.
241 // Current screen in the menu is handled by an independent state from `GameState`
242 .init_state::<MenuState>()
243 .add_systems(OnEnter(GameState::Menu), menu_setup)
244 // Systems to handle the main menu screen
245 .add_systems(OnEnter(MenuState::Main), main_menu_setup)
246 // Systems to handle the settings menu screen
247 .add_systems(OnEnter(MenuState::Settings), settings_menu_setup)
248 // Systems to handle the display settings screen
249 .add_systems(
250 OnEnter(MenuState::SettingsDisplay),
251 display_settings_menu_setup,
252 )
253 .add_systems(
254 Update,
255 (setting_button::<DisplayQuality>.run_if(in_state(MenuState::SettingsDisplay)),),
256 )
257 // Systems to handle the sound settings screen
258 .add_systems(OnEnter(MenuState::SettingsSound), sound_settings_menu_setup)
259 .add_systems(
260 Update,
261 setting_button::<Volume>.run_if(in_state(MenuState::SettingsSound)),
262 )
263 // Common systems to all screens that handles buttons behavior
264 .add_systems(
265 Update,
266 (menu_action, button_system).run_if(in_state(GameState::Menu)),
267 );
268 }
269
270 // State used for the current menu screen
271 #[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
272 enum MenuState {
273 Main,
274 Settings,
275 SettingsDisplay,
276 SettingsSound,
277 #[default]
278 Disabled,
279 }
280
281 // Tag component used to tag entities added on the main menu screen
282 #[derive(Component)]
283 struct OnMainMenuScreen;
284
285 // Tag component used to tag entities added on the settings menu screen
286 #[derive(Component)]
287 struct OnSettingsMenuScreen;
288
289 // Tag component used to tag entities added on the display settings menu screen
290 #[derive(Component)]
291 struct OnDisplaySettingsMenuScreen;
292
293 // Tag component used to tag entities added on the sound settings menu screen
294 #[derive(Component)]
295 struct OnSoundSettingsMenuScreen;
296
297 const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
298 const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
299 const HOVERED_PRESSED_BUTTON: Color = Color::srgb(0.25, 0.65, 0.25);
300 const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
65const SKY_COLOR: Color = Color::srgb(0.02, 0.06, 0.15);
66
67const SMALL_3D: f32 = 0.5;
68const BIG_3D: f32 = 1.0;
69
70// primitives
71
72const CUBOID: Cuboid = Cuboid {
73 half_size: Vec3::new(SMALL_3D, BIG_3D, SMALL_3D),
74};
75
76const SPHERE: Sphere = Sphere {
77 radius: 1.5 * SMALL_3D,
78};
79
80const TRIANGLE_3D: Triangle3d = Triangle3d {
81 vertices: [
82 Vec3::new(BIG_3D, -BIG_3D * 0.5, 0.0),
83 Vec3::new(0.0, BIG_3D, 0.0),
84 Vec3::new(-BIG_3D, -BIG_3D * 0.5, 0.0),
85 ],
86};
87
88const CAPSULE_3D: Capsule3d = Capsule3d {
89 radius: SMALL_3D,
90 half_length: SMALL_3D,
91};
92
93const CYLINDER: Cylinder = Cylinder {
94 radius: SMALL_3D,
95 half_height: SMALL_3D,
96};
97
98const TETRAHEDRON: Tetrahedron = Tetrahedron {
99 vertices: [
100 Vec3::new(-BIG_3D, -BIG_3D * 0.67, BIG_3D * 0.5),
101 Vec3::new(BIG_3D, -BIG_3D * 0.67, BIG_3D * 0.5),
102 Vec3::new(0.0, -BIG_3D * 0.67, -BIG_3D * 1.17),
103 Vec3::new(0.0, BIG_3D, 0.0),
104 ],
105};
106
107// Components, Resources
108
109/// Resource for the random sampling mode, telling whether to sample the interior or the boundary.
110#[derive(Resource)]
111enum SamplingMode {
112 Interior,
113 Boundary,
114}
115
116/// Resource for storing whether points should spawn by themselves
117#[derive(Resource)]
118enum SpawningMode {
119 Manual,
120 Automatic,
121}
122
123/// Resource for tracking how many points should be spawned
124#[derive(Resource)]
125struct SpawnQueue(usize);
126
127#[derive(Resource)]
128struct PointCounter(usize);
129
130/// Resource storing the shapes being sampled and their translations.
131#[derive(Resource)]
132struct SampledShapes(Vec<(Shape, Vec3)>);
133
134impl SampledShapes {
135 fn new() -> Self {
136 let shapes = Shape::list_all_shapes();
137
138 let n_shapes = shapes.len();
139
140 let translations =
141 (0..n_shapes).map(|i| (i as f32 - n_shapes as f32 / 2.0) * DISTANCE_BETWEEN_SHAPES);
142
143 SampledShapes(shapes.into_iter().zip(translations).collect())
144 }
145}
146
147/// Enum listing the shapes that can be sampled
148#[derive(Clone, Copy)]
149enum Shape {
150 Cuboid,
151 Sphere,
152 Capsule,
153 Cylinder,
154 Tetrahedron,
155 Triangle,
156}
157struct ShapeMeshBuilder {
158 shape: Shape,
159}
160
161impl Shape {
162 /// Return a vector containing all implemented shapes
163 fn list_all_shapes() -> Vec<Shape> {
164 vec![
165 Shape::Cuboid,
166 Shape::Sphere,
167 Shape::Capsule,
168 Shape::Cylinder,
169 Shape::Tetrahedron,
170 Shape::Triangle,
171 ]
172 }
173}
174
175impl ShapeSample for Shape {
176 type Output = Vec3;
177 fn sample_interior<R: Rng + ?Sized>(&self, rng: &mut R) -> Vec3 {
178 match self {
179 Shape::Cuboid => CUBOID.sample_interior(rng),
180 Shape::Sphere => SPHERE.sample_interior(rng),
181 Shape::Capsule => CAPSULE_3D.sample_interior(rng),
182 Shape::Cylinder => CYLINDER.sample_interior(rng),
183 Shape::Tetrahedron => TETRAHEDRON.sample_interior(rng),
184 Shape::Triangle => TRIANGLE_3D.sample_interior(rng),
185 }
186 }
187
188 fn sample_boundary<R: Rng + ?Sized>(&self, rng: &mut R) -> Self::Output {
189 match self {
190 Shape::Cuboid => CUBOID.sample_boundary(rng),
191 Shape::Sphere => SPHERE.sample_boundary(rng),
192 Shape::Capsule => CAPSULE_3D.sample_boundary(rng),
193 Shape::Cylinder => CYLINDER.sample_boundary(rng),
194 Shape::Tetrahedron => TETRAHEDRON.sample_boundary(rng),
195 Shape::Triangle => TRIANGLE_3D.sample_boundary(rng),
196 }
197 }
198}
199
200impl Meshable for Shape {
201 type Output = ShapeMeshBuilder;
202
203 fn mesh(&self) -> Self::Output {
204 ShapeMeshBuilder { shape: *self }
205 }
206}
207
208impl MeshBuilder for ShapeMeshBuilder {
209 fn build(&self) -> Mesh {
210 match self.shape {
211 Shape::Cuboid => CUBOID.mesh().into(),
212 Shape::Sphere => SPHERE.mesh().into(),
213 Shape::Capsule => CAPSULE_3D.mesh().into(),
214 Shape::Cylinder => CYLINDER.mesh().into(),
215 Shape::Tetrahedron => TETRAHEDRON.mesh().into(),
216 Shape::Triangle => TRIANGLE_3D.mesh().into(),
217 }
218 }
219}
220
221/// The source of randomness used by this example.
222#[derive(Resource)]
223struct RandomSource(ChaCha8Rng);
224
225/// A container for the handle storing the mesh used to display sampled points as spheres.
226#[derive(Resource)]
227struct PointMesh(Handle<Mesh>);
228
229/// A container for the handle storing the material used to display sampled points.
230#[derive(Resource)]
231struct PointMaterial {
232 interior: Handle<StandardMaterial>,
233 boundary: Handle<StandardMaterial>,
234}
235
236/// Marker component for sampled points.
237#[derive(Component)]
238struct SamplePoint;
239
240/// Component for animating the spawn animation of lights.
241#[derive(Component)]
242struct SpawningPoint {
243 progress: f32,
244}
245
246/// Marker component for lights which should change intensity.
247#[derive(Component)]
248struct DespawningPoint {
249 progress: f32,
250}
251
252/// Marker component for lights which should change intensity.
253#[derive(Component)]
254struct FireflyLights;
255
256/// The pressed state of the mouse, used for camera motion.
257#[derive(Resource)]
258struct MousePressed(bool);
259
260/// Camera movement component.
261#[derive(Component)]
262struct CameraRig {
263 /// Rotation around the vertical axis of the camera (radians).
264 /// Positive changes makes the camera look more from the right.
265 pub yaw: f32,
266 /// Rotation around the horizontal axis of the camera (radians) (-pi/2; pi/2).
267 /// Positive looks down from above.
268 pub pitch: f32,
269 /// Distance from the center, smaller distance causes more zoom.
270 pub distance: f32,
271 /// Location in 3D space at which the camera is looking and around which it is orbiting.
272 pub target: Vec3,
273}
274
275fn setup(
276 mut commands: Commands,
277 mut meshes: ResMut<Assets<Mesh>>,
278 mut materials: ResMut<Assets<StandardMaterial>>,
279 shapes: Res<SampledShapes>,
280) {
281 // Use seeded rng and store it in a resource; this makes the random output reproducible.
282 let seeded_rng = ChaCha8Rng::seed_from_u64(4); // Chosen by a fair die roll, guaranteed to be random.
283 commands.insert_resource(RandomSource(seeded_rng));
284
285 // Make a plane for establishing space.
286 commands.spawn((
287 Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))),
288 MeshMaterial3d(materials.add(StandardMaterial {
289 base_color: Color::srgb(0.3, 0.5, 0.3),
290 perceptual_roughness: 0.95,
291 metallic: 0.0,
292 ..default()
293 })),
294 Transform::from_xyz(0.0, -2.5, 0.0),
295 ));
296
297 let shape_material = materials.add(StandardMaterial {
298 base_color: Color::srgba(0.2, 0.1, 0.6, 0.3),
299 reflectance: 0.0,
300 alpha_mode: AlphaMode::Blend,
301 cull_mode: None,
302 ..default()
303 });
304
305 // Spawn shapes to be sampled
306 for (shape, translation) in shapes.0.iter() {
307 // The sampled shape shown transparently:
308 commands.spawn((
309 Mesh3d(meshes.add(shape.mesh())),
310 MeshMaterial3d(shape_material.clone()),
311 Transform::from_translation(*translation),
312 ));
313
314 // Lights which work as the bulk lighting of the fireflies:
315 commands.spawn((
316 PointLight {
317 range: 4.0,
318 radius: 0.6,
319 intensity: 1.0,
320 shadows_enabled: false,
321 color: Color::LinearRgba(INSIDE_POINT_COLOR),
322 ..default()
323 },
324 Transform::from_translation(*translation),
325 FireflyLights,
326 ));
327 }
328
329 // Global light:
330 commands.spawn((
331 PointLight {
332 color: SKY_COLOR,
333 intensity: 2_000.0,
334 shadows_enabled: false,
335 ..default()
336 },
337 Transform::from_xyz(4.0, 8.0, 4.0),
338 ));
339
340 // A camera:
341 commands.spawn((
342 Camera3d::default(),
343 Camera {
344 clear_color: ClearColorConfig::Custom(SKY_COLOR),
345 ..default()
346 },
347 Tonemapping::TonyMcMapface,
348 Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
349 Bloom::NATURAL,
350 CameraRig {
351 yaw: 0.56,
352 pitch: 0.45,
353 distance: 8.0,
354 target: Vec3::ZERO,
355 },
356 ));
357
358 // Store the mesh and material for sample points in resources:
359 commands.insert_resource(PointMesh(
360 meshes.add(Sphere::new(0.03).mesh().ico(1).unwrap()),
361 ));
362 commands.insert_resource(PointMaterial {
363 interior: materials.add(StandardMaterial {
364 base_color: Color::BLACK,
365 reflectance: 0.05,
366 emissive: 2.5 * INSIDE_POINT_COLOR,
367 ..default()
368 }),
369 boundary: materials.add(StandardMaterial {
370 base_color: Color::BLACK,
371 reflectance: 0.05,
372 emissive: 1.5 * BOUNDARY_POINT_COLOR,
373 ..default()
374 }),
375 });
376
377 // Instructions for the example:
378 commands.spawn((
379 Text::new(
380 "Controls:\n\
381 M: Toggle between sampling boundary and interior.\n\
382 A: Toggle automatic spawning & despawning of points.\n\
383 R: Restart (erase all samples).\n\
384 S: Add one random sample.\n\
385 D: Add 100 random samples.\n\
386 Rotate camera by holding left mouse and panning.\n\
387 Zoom camera by scrolling via mouse or +/-.\n\
388 Move camera by L/R arrow keys.\n\
389 Tab: Toggle this text",
390 ),
391 Node {
392 position_type: PositionType::Absolute,
393 top: px(12),
394 left: px(12),
395 ..default()
396 },
397 ));
398
399 // No points are scheduled to spawn initially.
400 commands.insert_resource(SpawnQueue(0));
401
402 // No points have been spawned initially.
403 commands.insert_resource(PointCounter(0));
404
405 // The mode starts with interior points.
406 commands.insert_resource(SamplingMode::Interior);
407
408 // Points spawn automatically by default.
409 commands.insert_resource(SpawningMode::Automatic);
410
411 // Starting mouse-pressed state is false.
412 commands.insert_resource(MousePressed(false));
413}
10const HIDDEN_COLOR: Color = Color::srgb(1.0, 0.7, 0.7);
11
12fn main() {
13 App::new()
14 .add_plugins(DefaultPlugins)
15 .add_systems(Startup, setup)
16 .add_systems(
17 Update,
18 (
19 buttons_handler::<Display>,
20 buttons_handler::<Visibility>,
21 text_hover,
22 ),
23 )
24 .run();
25}
26
27#[derive(Component)]
28struct Target<T> {
29 id: Entity,
30 phantom: std::marker::PhantomData<T>,
31}
32
33impl<T> Target<T> {
34 fn new(id: Entity) -> Self {
35 Self {
36 id,
37 phantom: std::marker::PhantomData,
38 }
39 }
40}
41
42trait TargetUpdate {
43 type TargetComponent: Component<Mutability = Mutable>;
44 const NAME: &'static str;
45 fn update_target(&self, target: &mut Self::TargetComponent) -> String;
46}
47
48impl TargetUpdate for Target<Display> {
49 type TargetComponent = Node;
50 const NAME: &'static str = "Display";
51 fn update_target(&self, node: &mut Self::TargetComponent) -> String {
52 node.display = match node.display {
53 Display::Flex => Display::None,
54 Display::None => Display::Flex,
55 Display::Block | Display::Grid => unreachable!(),
56 };
57 format!("{}::{:?} ", Self::NAME, node.display)
58 }
59}
60
61impl TargetUpdate for Target<Visibility> {
62 type TargetComponent = Visibility;
63 const NAME: &'static str = "Visibility";
64 fn update_target(&self, visibility: &mut Self::TargetComponent) -> String {
65 *visibility = match *visibility {
66 Visibility::Inherited => Visibility::Visible,
67 Visibility::Visible => Visibility::Hidden,
68 Visibility::Hidden => Visibility::Inherited,
69 };
70 format!("{}::{visibility:?}", Self::NAME)
71 }
72}
73
74fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
75 let palette: [Color; 4] = PALETTE.map(|hex| Srgba::hex(hex).unwrap().into());
76
77 let text_font = TextFont {
78 font: asset_server.load("fonts/FiraSans-Bold.ttf"),
79 ..default()
80 };
81
82 commands.spawn(Camera2d);
83 commands
84 .spawn((
85 Node {
86 width: percent(100),
87 height: percent(100),
88 flex_direction: FlexDirection::Column,
89 align_items: AlignItems::Center,
90 justify_content: JustifyContent::SpaceEvenly,
91 ..Default::default()
92 },
93 BackgroundColor(Color::BLACK),
94 ))
95 .with_children(|parent| {
96 parent.spawn((
97 Text::new("Use the panel on the right to change the Display and Visibility properties for the respective nodes of the panel on the left"),
98 text_font.clone(),
99 TextLayout::new_with_justify(Justify::Center),
100 Node {
101 margin: UiRect::bottom(px(10)),
102 ..Default::default()
103 },
104 ));
105
106 parent
107 .spawn(Node {
108 width: percent(100),
109 ..default()
110 })
111 .with_children(|parent| {
112 let mut target_ids = vec![];
113 parent
114 .spawn(Node {
115 width: percent(50),
116 height: px(520),
117 justify_content: JustifyContent::Center,
118 ..default()
119 })
120 .with_children(|parent| {
121 target_ids = spawn_left_panel(parent, &palette);
122 });
123
124 parent
125 .spawn(Node {
126 width: percent(50),
127 justify_content: JustifyContent::Center,
128 ..default()
129 })
130 .with_children(|parent| {
131 spawn_right_panel(parent, text_font, &palette, target_ids);
132 });
133 });
134
135 parent
136 .spawn(Node {
137 flex_direction: FlexDirection::Row,
138 align_items: AlignItems::Start,
139 justify_content: JustifyContent::Start,
140 column_gap: px(10),
141 ..default()
142 })
143 .with_children(|builder| {
144 let text_font = TextFont {
145 font: asset_server.load("fonts/FiraSans-Bold.ttf"),
146 ..default()
147 };
148
149 builder.spawn((
150 Text::new("Display::None\nVisibility::Hidden\nVisibility::Inherited"),
151 text_font.clone(),
152 TextColor(HIDDEN_COLOR),
153 TextLayout::new_with_justify(Justify::Center),
154 ));
155 builder.spawn((
156 Text::new("-\n-\n-"),
157 text_font.clone(),
158 TextColor(DARK_GRAY.into()),
159 TextLayout::new_with_justify(Justify::Center),
160 ));
161 builder.spawn((Text::new("The UI Node and its descendants will not be visible and will not be allotted any space in the UI layout.\nThe UI Node will not be visible but will still occupy space in the UI layout.\nThe UI node will inherit the visibility property of its parent. If it has no parent it will be visible."), text_font));
162 });
163 });
164}
165
166fn spawn_left_panel(builder: &mut ChildSpawnerCommands, palette: &[Color; 4]) -> Vec<Entity> {
167 let mut target_ids = vec![];
168 builder
169 .spawn((
170 Node {
171 padding: UiRect::all(px(10)),
172 ..default()
173 },
174 BackgroundColor(Color::WHITE),
175 ))
176 .with_children(|parent| {
177 parent
178 .spawn((Node::default(), BackgroundColor(Color::BLACK)))
179 .with_children(|parent| {
180 let id = parent
181 .spawn((
182 Node {
183 align_items: AlignItems::FlexEnd,
184 justify_content: JustifyContent::FlexEnd,
185 ..default()
186 },
187 BackgroundColor(palette[0]),
188 Outline {
189 width: px(4),
190 color: DARK_CYAN.into(),
191 offset: px(10),
192 },
193 ))
194 .with_children(|parent| {
195 parent.spawn(Node {
196 width: px(100),
197 height: px(500),
198 ..default()
199 });
200
201 let id = parent
202 .spawn((
203 Node {
204 height: px(400),
205 align_items: AlignItems::FlexEnd,
206 justify_content: JustifyContent::FlexEnd,
207 ..default()
208 },
209 BackgroundColor(palette[1]),
210 ))
211 .with_children(|parent| {
212 parent.spawn(Node {
213 width: px(100),
214 height: px(400),
215 ..default()
216 });
217
218 let id = parent
219 .spawn((
220 Node {
221 height: px(300),
222 align_items: AlignItems::FlexEnd,
223 justify_content: JustifyContent::FlexEnd,
224 ..default()
225 },
226 BackgroundColor(palette[2]),
227 ))
228 .with_children(|parent| {
229 parent.spawn(Node {
230 width: px(100),
231 height: px(300),
232 ..default()
233 });
234
235 let id = parent
236 .spawn((
237 Node {
238 width: px(200),
239 height: px(200),
240 ..default()
241 },
242 BackgroundColor(palette[3]),
243 ))
244 .id();
245 target_ids.push(id);
246 })
247 .id();
248 target_ids.push(id);
249 })
250 .id();
251 target_ids.push(id);
252 })
253 .id();
254 target_ids.push(id);
255 });
256 });
257 target_ids
258}
259
260fn spawn_right_panel(
261 parent: &mut ChildSpawnerCommands,
262 text_font: TextFont,
263 palette: &[Color; 4],
264 mut target_ids: Vec<Entity>,
265) {
266 let spawn_buttons = |parent: &mut ChildSpawnerCommands, target_id| {
267 spawn_button::<Display>(parent, text_font.clone(), target_id);
268 spawn_button::<Visibility>(parent, text_font.clone(), target_id);
269 };
270 parent
271 .spawn((
272 Node {
273 padding: UiRect::all(px(10)),
274 ..default()
275 },
276 BackgroundColor(Color::WHITE),
277 ))
278 .with_children(|parent| {
279 parent
280 .spawn((
281 Node {
282 width: px(500),
283 height: px(500),
284 flex_direction: FlexDirection::Column,
285 align_items: AlignItems::FlexEnd,
286 justify_content: JustifyContent::SpaceBetween,
287 padding: UiRect {
288 left: px(5),
289 top: px(5),
290 ..default()
291 },
292 ..default()
293 },
294 BackgroundColor(palette[0]),
295 Outline {
296 width: px(4),
297 color: DARK_CYAN.into(),
298 offset: px(10),
299 },
300 ))
301 .with_children(|parent| {
302 spawn_buttons(parent, target_ids.pop().unwrap());
303
304 parent
305 .spawn((
306 Node {
307 width: px(400),
308 height: px(400),
309 flex_direction: FlexDirection::Column,
310 align_items: AlignItems::FlexEnd,
311 justify_content: JustifyContent::SpaceBetween,
312 padding: UiRect {
313 left: px(5),
314 top: px(5),
315 ..default()
316 },
317 ..default()
318 },
319 BackgroundColor(palette[1]),
320 ))
321 .with_children(|parent| {
322 spawn_buttons(parent, target_ids.pop().unwrap());
323
324 parent
325 .spawn((
326 Node {
327 width: px(300),
328 height: px(300),
329 flex_direction: FlexDirection::Column,
330 align_items: AlignItems::FlexEnd,
331 justify_content: JustifyContent::SpaceBetween,
332 padding: UiRect {
333 left: px(5),
334 top: px(5),
335 ..default()
336 },
337 ..default()
338 },
339 BackgroundColor(palette[2]),
340 ))
341 .with_children(|parent| {
342 spawn_buttons(parent, target_ids.pop().unwrap());
343
344 parent
345 .spawn((
346 Node {
347 width: px(200),
348 height: px(200),
349 align_items: AlignItems::FlexStart,
350 justify_content: JustifyContent::SpaceBetween,
351 flex_direction: FlexDirection::Column,
352 padding: UiRect {
353 left: px(5),
354 top: px(5),
355 ..default()
356 },
357 ..default()
358 },
359 BackgroundColor(palette[3]),
360 ))
361 .with_children(|parent| {
362 spawn_buttons(parent, target_ids.pop().unwrap());
363
364 parent.spawn(Node {
365 width: px(100),
366 height: px(100),
367 ..default()
368 });
369 });
370 });
371 });
372 });
373 });
374}
375
376fn spawn_button<T>(parent: &mut ChildSpawnerCommands, text_font: TextFont, target: Entity)
377where
378 T: Default + std::fmt::Debug + Send + Sync + 'static,
379 Target<T>: TargetUpdate,
380{
381 parent
382 .spawn((
383 Button,
384 Node {
385 align_self: AlignSelf::FlexStart,
386 padding: UiRect::axes(px(5), px(1)),
387 ..default()
388 },
389 BackgroundColor(Color::BLACK.with_alpha(0.5)),
390 Target::<T>::new(target),
391 ))
392 .with_children(|builder| {
393 builder.spawn((
394 Text(format!("{}::{:?}", Target::<T>::NAME, T::default())),
395 text_font,
396 TextLayout::new_with_justify(Justify::Center),
397 ));
398 });
399}
400
401fn buttons_handler<T>(
402 mut left_panel_query: Query<&mut <Target<T> as TargetUpdate>::TargetComponent>,
403 mut visibility_button_query: Query<(&Target<T>, &Interaction, &Children), Changed<Interaction>>,
404 mut text_query: Query<(&mut Text, &mut TextColor)>,
405) where
406 T: Send + Sync,
407 Target<T>: TargetUpdate + Component,
408{
409 for (target, interaction, children) in visibility_button_query.iter_mut() {
410 if matches!(interaction, Interaction::Pressed) {
411 let mut target_value = left_panel_query.get_mut(target.id).unwrap();
412 for &child in children {
413 if let Ok((mut text, mut text_color)) = text_query.get_mut(child) {
414 **text = target.update_target(target_value.as_mut());
415 text_color.0 = if text.contains("None") || text.contains("Hidden") {
416 Color::srgb(1.0, 0.7, 0.7)
417 } else {
418 Color::WHITE
419 };
420 }
421 }
422 }
423 }
424}
- examples/state/custom_transitions.rs
- examples/state/states.rs
- examples/ui/box_shadow.rs
- examples/ui/button.rs
- examples/ui/standard_widgets.rs
- examples/ui/standard_widgets_observers.rs
- examples/ui/tab_navigation.rs
- examples/games/desk_toy.rs
- examples/ui/flex_layout.rs
- examples/ui/size_constraints.rs
- examples/state/computed_states.rs
- examples/state/sub_states.rs
- examples/window/clear_color.rs
- examples/ecs/removal_detection.rs
- examples/3d/fog.rs
- examples/math/cubic_splines.rs
- examples/async_tasks/async_compute.rs
- examples/ui/text.rs
- examples/ecs/state_scoped.rs
- examples/ui/ghost_nodes.rs
- examples/camera/2d_top_down_camera.rs
- examples/3d/3d_viewport_to_world.rs
- examples/ui/scrollbars.rs
- examples/asset/multi_asset_sync.rs
- tests/window/minimizing.rs
- tests/window/resizing.rs
- examples/3d/atmospheric_fog.rs
- examples/testbed/2d.rs
- examples/animation/animated_mesh.rs
- examples/window/scale_factor_override.rs
- examples/shader_advanced/custom_post_processing.rs
- examples/3d/parenting.rs
- examples/animation/animation_graph.rs
- examples/ui/overflow_debug.rs
- examples/shader/shader_material_screenspace_texture.rs
- examples/3d/mesh_ray_cast.rs
- examples/camera/2d_screen_shake.rs
- examples/camera/camera_orbit.rs
- examples/animation/animation_masks.rs
- examples/window/screenshot.rs
- tests/window/desktop_request_redraw.rs
- examples/3d/two_passes.rs
- examples/window/low_power.rs
- examples/movement/smooth_follow.rs
- examples/ui/relative_cursor_position.rs
- examples/3d/vertex_colors.rs
- examples/3d/orthographic.rs
- examples/stress_tests/many_buttons.rs
- examples/3d/spherical_area_lights.rs
- examples/2d/bloom_2d.rs
- examples/gizmos/axes.rs
- examples/3d/light_textures.rs
- examples/3d/ssao.rs
- examples/animation/animated_mesh_events.rs
- examples/ecs/error_handling.rs
- examples/camera/projection_zoom.rs
- examples/3d/order_independent_transparency.rs
- examples/ui/ui_texture_slice.rs
- examples/3d/visibility_range.rs
- examples/animation/animated_mesh_control.rs
- tests/3d/test_invalid_skinned_mesh.rs
- examples/time/virtual_time.rs
- examples/testbed/ui.rs
- examples/3d/anti_aliasing.rs
- examples/gizmos/3d_gizmos.rs
- examples/ui/transparency_ui.rs
- examples/transforms/align.rs
- examples/math/random_sampling.rs
- examples/ui/ui_texture_atlas_slice.rs
- examples/picking/sprite_picking.rs
- examples/3d/solari.rs
- examples/3d/render_to_texture.rs
- examples/ecs/iter_combinations.rs
- examples/ui/text_wrap_debug.rs
- examples/games/alien_cake_addict.rs
- examples/asset/alter_mesh.rs
- examples/3d/transparency_3d.rs
- examples/3d/auto_exposure.rs
- examples/asset/asset_loading.rs
- examples/ui/overflow.rs
- examples/ui/overflow_clip_margin.rs
- examples/shader/shader_prepass.rs
- examples/3d/split_screen.rs
- examples/ui/scroll.rs
- examples/stress_tests/many_foxes.rs
- examples/ui/ui_drag_and_drop.rs
- examples/3d/deferred_rendering.rs
- examples/2d/text2d.rs
- examples/animation/custom_skinned_mesh.rs
- examples/3d/blend_modes.rs
- examples/animation/animated_transform.rs
- examples/3d/camera_sub_view.rs
- examples/ui/text_debug.rs
- examples/ui/borders.rs
- examples/ui/grid.rs
- examples/3d/transmission.rs
- examples/ui/gradients.rs
- examples/testbed/full_ui.rs
Sourcepub const fn srgb_from_array(array: [f32; 3]) -> Color
pub const fn srgb_from_array(array: [f32; 3]) -> Color
Sourcepub const fn srgba_u8(red: u8, green: u8, blue: u8, alpha: u8) -> Color
pub const fn srgba_u8(red: u8, green: u8, blue: u8, alpha: u8) -> Color
Creates a new Color
object storing a Srgba
color from u8
values.
§Arguments
red
- Red channel. [0, 255]green
- Green channel. [0, 255]blue
- Blue channel. [0, 255]alpha
- Alpha channel. [0, 255]
Examples found in repository?
412fn setup(
413 mut commands: Commands,
414 mut meshes: ResMut<Assets<Mesh>>,
415 mut materials: ResMut<Assets<StandardMaterial>>,
416 mut images: ResMut<Assets<Image>>,
417 asset_server: Res<AssetServer>,
418) {
419 // Plane
420 commands.spawn((
421 Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))),
422 MeshMaterial3d(materials.add(Color::srgb(0.1, 0.2, 0.1))),
423 ));
424
425 let cube_material = materials.add(StandardMaterial {
426 base_color_texture: Some(images.add(uv_debug_texture())),
427 ..default()
428 });
429
430 // Cubes
431 for i in 0..5 {
432 commands.spawn((
433 Mesh3d(meshes.add(Cuboid::new(0.25, 0.25, 0.25))),
434 MeshMaterial3d(cube_material.clone()),
435 Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
436 ));
437 }
438
439 // Flight Helmet
440 commands.spawn(SceneRoot(asset_server.load(
441 GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"),
442 )));
443
444 // Light
445 commands.spawn((
446 DirectionalLight {
447 illuminance: light_consts::lux::FULL_DAYLIGHT,
448 shadows_enabled: true,
449 ..default()
450 },
451 Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
452 CascadeShadowConfigBuilder {
453 maximum_distance: 3.0,
454 first_cascade_far_bound: 0.9,
455 ..default()
456 }
457 .build(),
458 ));
459
460 // Camera
461 commands.spawn((
462 Camera3d::default(),
463 Hdr,
464 Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
465 ContrastAdaptiveSharpening {
466 enabled: false,
467 ..default()
468 },
469 EnvironmentMapLight {
470 diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
471 specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
472 intensity: 150.0,
473 ..default()
474 },
475 DistanceFog {
476 color: Color::srgba_u8(43, 44, 47, 255),
477 falloff: FogFalloff::Linear {
478 start: 1.0,
479 end: 4.0,
480 },
481 ..default()
482 },
483 ));
484
485 // example instructions
486 commands.spawn((
487 Text::default(),
488 Node {
489 position_type: PositionType::Absolute,
490 top: px(12),
491 left: px(12),
492 ..default()
493 },
494 ));
495}
Sourcepub const fn srgb_u8(red: u8, green: u8, blue: u8) -> Color
pub const fn srgb_u8(red: u8, green: u8, blue: u8) -> Color
Creates a new Color
object storing a Srgba
color from u8
values with an alpha of 1.0.
§Arguments
red
- Red channel. [0, 255]green
- Green channel. [0, 255]blue
- Blue channel. [0, 255]
Examples found in repository?
86fn on_click_spawn_cube(
87 _click: On<Pointer<Click>>,
88 mut commands: Commands,
89 mut meshes: ResMut<Assets<Mesh>>,
90 mut materials: ResMut<Assets<StandardMaterial>>,
91 mut num: Local<usize>,
92) {
93 commands
94 .spawn((
95 Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
96 MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
97 Transform::from_xyz(0.0, 0.25 + 0.55 * *num as f32, 0.0),
98 ))
99 // With the MeshPickingPlugin added, you can add pointer event observers to meshes:
100 .observe(on_drag_rotate);
101 *num += 1;
102}
More examples
62fn on_click_spawn_cube(
63 _click: On<Pointer<Click>>,
64 mut commands: Commands,
65 mut meshes: ResMut<Assets<Mesh>>,
66 mut materials: ResMut<Assets<StandardMaterial>>,
67 mut num: Local<usize>,
68) {
69 commands
70 .spawn((
71 Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
72 MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
73 Transform::from_xyz(0.0, 0.25 + 0.55 * *num as f32, 0.0),
74 ))
75 // With the MeshPickingPlugin added, you can add pointer event observers to meshes:
76 .observe(on_drag_rotate);
77 *num += 1;
78}
321fn add_camera(commands: &mut Commands, asset_server: &AssetServer, color_grading: ColorGrading) {
322 commands.spawn((
323 Camera3d::default(),
324 Hdr,
325 Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
326 color_grading,
327 DistanceFog {
328 color: Color::srgb_u8(43, 44, 47),
329 falloff: FogFalloff::Linear {
330 start: 1.0,
331 end: 8.0,
332 },
333 ..default()
334 },
335 EnvironmentMapLight {
336 diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
337 specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
338 intensity: 2000.0,
339 ..default()
340 },
341 ));
342}
61fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
62 commands.spawn((
63 Camera3d::default(),
64 Hdr,
65 Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
66 DistanceFog {
67 color: Color::srgb_u8(43, 44, 47),
68 falloff: FogFalloff::Linear {
69 start: 1.0,
70 end: 8.0,
71 },
72 ..default()
73 },
74 EnvironmentMapLight {
75 diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
76 specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
77 intensity: 2000.0,
78 ..default()
79 },
80 // Include the `ChromaticAberration` component.
81 ChromaticAberration::default(),
82 ));
83}
174fn spawn_barriers(
175 meshes: &mut Assets<Mesh>,
176 materials: &mut Assets<StandardMaterial>,
177 commands: &mut Commands,
178) {
179 const N_CONES: usize = 100;
180 let capsule = meshes.add(Capsule3d::default());
181 let matl = materials.add(StandardMaterial {
182 base_color: Color::srgb_u8(255, 87, 51),
183 reflectance: 1.0,
184 ..default()
185 });
186 let mut spawn_with_offset = |offset: f32| {
187 for i in 0..N_CONES {
188 let pos = race_track_pos(
189 offset,
190 (i as f32) / (N_CONES as f32) * std::f32::consts::PI * 2.0,
191 );
192 commands.spawn((
193 Mesh3d(capsule.clone()),
194 MeshMaterial3d(matl.clone()),
195 Transform::from_xyz(pos.x, -0.65, pos.y).with_scale(Vec3::splat(0.07)),
196 ));
197 }
198 };
199 spawn_with_offset(0.04);
200 spawn_with_offset(-0.04);
201}
13fn setup(
14 mut commands: Commands,
15 mut meshes: ResMut<Assets<Mesh>>,
16 mut materials: ResMut<Assets<StandardMaterial>>,
17) {
18 // circular base
19 commands.spawn((
20 Mesh3d(meshes.add(Circle::new(4.0))),
21 MeshMaterial3d(materials.add(Color::WHITE)),
22 Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
23 ));
24 // cube
25 commands.spawn((
26 Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
27 MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
28 Transform::from_xyz(0.0, 0.5, 0.0),
29 ));
30 // light
31 commands.spawn((
32 PointLight {
33 shadows_enabled: true,
34 ..default()
35 },
36 Transform::from_xyz(4.0, 8.0, 4.0),
37 ));
38 // camera
39 commands.spawn((
40 Camera3d::default(),
41 Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
42 ));
43}
- examples/3d/tonemapping.rs
- examples/remote/server.rs
- examples/camera/custom_projection.rs
- examples/diagnostics/log_diagnostics.rs
- examples/3d/skybox.rs
- examples/shader_advanced/custom_render_phase.rs
- examples/stress_tests/many_cubes.rs
- examples/stress_tests/bevymark.rs
- examples/app/headless_renderer.rs
- examples/gizmos/light_gizmos.rs
- examples/3d/spotlight.rs
- examples/3d/parallax_mapping.rs
- examples/3d/deferred_rendering.rs
Sourcepub const fn linear_rgba(red: f32, green: f32, blue: f32, alpha: f32) -> Color
pub const fn linear_rgba(red: f32, green: f32, blue: f32, alpha: f32) -> Color
Creates a new Color
object storing a LinearRgba
color.
§Arguments
red
- Red channel. [0.0, 1.0]green
- Green channel. [0.0, 1.0]blue
- Blue channel. [0.0, 1.0]alpha
- Alpha channel. [0.0, 1.0]
Sourcepub const fn linear_rgb(red: f32, green: f32, blue: f32) -> Color
pub const fn linear_rgb(red: f32, green: f32, blue: f32) -> Color
Creates a new Color
object storing a LinearRgba
color with an alpha of 1.0.
§Arguments
red
- Red channel. [0.0, 1.0]green
- Green channel. [0.0, 1.0]blue
- Blue channel. [0.0, 1.0]
Examples found in repository?
More examples
319fn mouse_handler(
320 mut commands: Commands,
321 args: Res<Args>,
322 time: Res<Time>,
323 mouse_button_input: Res<ButtonInput<MouseButton>>,
324 window: Query<&Window>,
325 bird_resources: ResMut<BirdResources>,
326 mut counter: ResMut<BevyCounter>,
327 mut rng: Local<Option<ChaCha8Rng>>,
328 mut wave: Local<usize>,
329) {
330 let Ok(window) = window.single() else {
331 return;
332 };
333
334 if rng.is_none() {
335 // We're seeding the PRNG here to make this example deterministic for testing purposes.
336 // This isn't strictly required in practical use unless you need your app to be deterministic.
337 *rng = Some(ChaCha8Rng::seed_from_u64(42));
338 }
339 let rng = rng.as_mut().unwrap();
340
341 if mouse_button_input.just_released(MouseButton::Left) {
342 counter.color = Color::linear_rgb(rng.random(), rng.random(), rng.random());
343 }
344
345 if mouse_button_input.pressed(MouseButton::Left) {
346 let spawn_count = (BIRDS_PER_SECOND as f64 * time.delta_secs_f64()) as usize;
347 spawn_birds(
348 &mut commands,
349 args.into_inner(),
350 &window.resolution,
351 &mut counter,
352 spawn_count,
353 bird_resources.into_inner(),
354 None,
355 *wave,
356 );
357 *wave += 1;
358 }
359}
360
361fn bird_velocity_transform(
362 half_extents: Vec2,
363 mut translation: Vec3,
364 velocity_rng: &mut ChaCha8Rng,
365 waves: Option<usize>,
366 dt: f32,
367) -> (Transform, Vec3) {
368 let mut velocity = Vec3::new(MAX_VELOCITY * (velocity_rng.random::<f32>() - 0.5), 0., 0.);
369
370 if let Some(waves) = waves {
371 // Step the movement and handle collisions as if the wave had been spawned at fixed time intervals
372 // and with dt-spaced frames of simulation
373 for _ in 0..(waves * (FIXED_TIMESTEP / dt).round() as usize) {
374 step_movement(&mut translation, &mut velocity, dt);
375 handle_collision(half_extents, &translation, &mut velocity);
376 }
377 }
378 (
379 Transform::from_translation(translation).with_scale(Vec3::splat(BIRD_SCALE)),
380 velocity,
381 )
382}
383
384const FIXED_DELTA_TIME: f32 = 1.0 / 60.0;
385
386fn spawn_birds(
387 commands: &mut Commands,
388 args: &Args,
389 primary_window_resolution: &WindowResolution,
390 counter: &mut BevyCounter,
391 spawn_count: usize,
392 bird_resources: &mut BirdResources,
393 waves_to_simulate: Option<usize>,
394 wave: usize,
395) {
396 let bird_x = (primary_window_resolution.width() / -2.) + HALF_BIRD_SIZE;
397 let bird_y = (primary_window_resolution.height() / 2.) - HALF_BIRD_SIZE;
398
399 let half_extents = 0.5 * primary_window_resolution.size();
400
401 let color = counter.color;
402 let current_count = counter.count;
403
404 match args.mode {
405 Mode::Sprite => {
406 let batch = (0..spawn_count)
407 .map(|count| {
408 let bird_z = if args.ordered_z {
409 (current_count + count) as f32 * 0.00001
410 } else {
411 bird_resources.transform_rng.random::<f32>()
412 };
413
414 let (transform, velocity) = bird_velocity_transform(
415 half_extents,
416 Vec3::new(bird_x, bird_y, bird_z),
417 &mut bird_resources.velocity_rng,
418 waves_to_simulate,
419 FIXED_DELTA_TIME,
420 );
421
422 let color = if args.vary_per_instance {
423 Color::linear_rgb(
424 bird_resources.color_rng.random(),
425 bird_resources.color_rng.random(),
426 bird_resources.color_rng.random(),
427 )
428 } else {
429 color
430 };
431 (
432 Sprite {
433 image: bird_resources
434 .textures
435 .choose(&mut bird_resources.material_rng)
436 .unwrap()
437 .clone(),
438 color,
439 ..default()
440 },
441 transform,
442 Bird { velocity },
443 )
444 })
445 .collect::<Vec<_>>();
446 commands.spawn_batch(batch);
447 }
448 Mode::Mesh2d => {
449 let batch = (0..spawn_count)
450 .map(|count| {
451 let bird_z = if args.ordered_z {
452 (current_count + count) as f32 * 0.00001
453 } else {
454 bird_resources.transform_rng.random::<f32>()
455 };
456
457 let (transform, velocity) = bird_velocity_transform(
458 half_extents,
459 Vec3::new(bird_x, bird_y, bird_z),
460 &mut bird_resources.velocity_rng,
461 waves_to_simulate,
462 FIXED_DELTA_TIME,
463 );
464
465 let material =
466 if args.vary_per_instance || args.material_texture_count > args.waves {
467 bird_resources
468 .materials
469 .choose(&mut bird_resources.material_rng)
470 .unwrap()
471 .clone()
472 } else {
473 bird_resources.materials[wave % bird_resources.materials.len()].clone()
474 };
475 (
476 Mesh2d(bird_resources.quad.clone()),
477 MeshMaterial2d(material),
478 transform,
479 Bird { velocity },
480 )
481 })
482 .collect::<Vec<_>>();
483 commands.spawn_batch(batch);
484 }
485 }
486
487 counter.count += spawn_count;
488 counter.color = Color::linear_rgb(
489 bird_resources.color_rng.random(),
490 bird_resources.color_rng.random(),
491 bird_resources.color_rng.random(),
492 );
493}
81fn on_trigger_menu(event: On<OpenContextMenu>, mut commands: Commands) {
82 commands.trigger(CloseContextMenus);
83
84 let pos = event.pos;
85
86 debug!("open context menu at: {pos}");
87
88 commands
89 .spawn((
90 Name::new("context menu"),
91 ContextMenu,
92 Node {
93 position_type: PositionType::Absolute,
94 left: px(pos.x),
95 top: px(pos.y),
96 flex_direction: FlexDirection::Column,
97 ..default()
98 },
99 BorderColor::all(Color::BLACK),
100 BorderRadius::all(px(4)),
101 BackgroundColor(Color::linear_rgb(0.1, 0.1, 0.1)),
102 children![
103 context_item("fuchsia", basic::FUCHSIA),
104 context_item("gray", basic::GRAY),
105 context_item("maroon", basic::MAROON),
106 context_item("purple", basic::PURPLE),
107 context_item("teal", basic::TEAL),
108 ],
109 ))
110 .observe(
111 |event: On<Pointer<Press>>,
112 menu_items: Query<&ContextMenuItem>,
113 mut clear_col: ResMut<ClearColor>,
114 mut commands: Commands| {
115 let target = event.original_event_target();
116
117 if let Ok(item) = menu_items.get(target) {
118 clear_col.0 = item.0.into();
119 commands.trigger(CloseContextMenus);
120 }
121 },
122 );
123}
92fn draw(
93 my_handle: Res<MyProcGenImage>,
94 mut images: ResMut<Assets<Image>>,
95 // Used to keep track of where we are
96 mut i: Local<u32>,
97 mut draw_color: Local<Color>,
98 mut seeded_rng: ResMut<SeededRng>,
99) {
100 if *i == 0 {
101 // Generate a random color on first run.
102 *draw_color = Color::linear_rgb(
103 seeded_rng.0.random(),
104 seeded_rng.0.random(),
105 seeded_rng.0.random(),
106 );
107 }
108
109 // Get the image from Bevy's asset storage.
110 let image = images.get_mut(&my_handle.0).expect("Image not found");
111
112 // Compute the position of the pixel to draw.
113
114 let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
115 let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
116 let rot_speed = 0.0123;
117 let period = 0.12345;
118
119 let r = ops::sin(*i as f32 * period) * max_radius;
120 let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center;
121 let (x, y) = (xy.x as u32, xy.y as u32);
122
123 // Get the old color of that pixel.
124 let old_color = image.get_color_at(x, y).unwrap();
125
126 // If the old color is our current color, change our drawing color.
127 let tolerance = 1.0 / 255.0;
128 if old_color.distance(&draw_color) <= tolerance {
129 *draw_color = Color::linear_rgb(
130 seeded_rng.0.random(),
131 seeded_rng.0.random(),
132 seeded_rng.0.random(),
133 );
134 }
135
136 // Set the new color, but keep old alpha value from image.
137 image
138 .set_color_at(x, y, draw_color.with_alpha(old_color.alpha()))
139 .unwrap();
140
141 *i += 1;
142}
121fn setup(
122 mut commands: Commands,
123 mut meshes: ResMut<Assets<Mesh>>,
124 mut materials: ResMut<Assets<ColorMaterial>>,
125 window: Single<&Window>,
126) {
127 let window_size = window.resolution.physical_size().as_vec2();
128
129 // Initialize centered, non-window-filling viewport
130 commands.spawn((
131 Camera2d,
132 Camera {
133 viewport: Some(Viewport {
134 physical_position: (window_size * 0.125).as_uvec2(),
135 physical_size: (window_size * 0.75).as_uvec2(),
136 ..default()
137 }),
138 ..default()
139 },
140 ));
141
142 // Create a minimal UI explaining how to interact with the example
143 commands.spawn((
144 Text::new(
145 "Move the mouse to see the circle follow your cursor.\n\
146 Use the arrow keys to move the camera.\n\
147 Use the comma and period keys to zoom in and out.\n\
148 Use the WASD keys to move the viewport.\n\
149 Use the IJKL keys to resize the viewport.",
150 ),
151 Node {
152 position_type: PositionType::Absolute,
153 top: px(12),
154 left: px(12),
155 ..default()
156 },
157 ));
158
159 // Add mesh to make camera movement visible
160 commands.spawn((
161 Mesh2d(meshes.add(Rectangle::new(40.0, 20.0))),
162 MeshMaterial2d(materials.add(Color::from(GREEN))),
163 ));
164
165 // Add background to visualize viewport bounds
166 commands.spawn((
167 Mesh2d(meshes.add(Rectangle::new(50000.0, 50000.0))),
168 MeshMaterial2d(materials.add(Color::linear_rgb(0.01, 0.01, 0.01))),
169 Transform::from_translation(Vec3::new(0.0, 0.0, -200.0)),
170 ));
171}
53fn setup_scene(
54 asset_server: Res<AssetServer>,
55 mut images: ResMut<Assets<Image>>,
56 mut commands: Commands,
57 mut meshes: ResMut<Assets<Mesh>>,
58 mut materials: ResMut<Assets<StandardMaterial>>,
59) {
60 commands.insert_resource(AmbientLight {
61 color: Color::WHITE,
62 brightness: 300.0,
63 ..default()
64 });
65 commands.insert_resource(CameraMode::Chase);
66 commands.spawn((
67 DirectionalLight {
68 illuminance: 3_000.0,
69 shadows_enabled: true,
70 ..default()
71 },
72 Transform::default().looking_to(Vec3::new(-1.0, -0.7, -1.0), Vec3::X),
73 ));
74 // Sky
75 commands.spawn((
76 Mesh3d(meshes.add(Sphere::default())),
77 MeshMaterial3d(materials.add(StandardMaterial {
78 unlit: true,
79 base_color: Color::linear_rgb(0.1, 0.6, 1.0),
80 ..default()
81 })),
82 Transform::default().with_scale(Vec3::splat(-4000.0)),
83 ));
84 // Ground
85 let mut plane: Mesh = Plane3d::default().into();
86 let uv_size = 4000.0;
87 let uvs = vec![[uv_size, 0.0], [0.0, 0.0], [0.0, uv_size], [uv_size; 2]];
88 plane.insert_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
89 commands.spawn((
90 Mesh3d(meshes.add(plane)),
91 MeshMaterial3d(materials.add(StandardMaterial {
92 base_color: Color::WHITE,
93 perceptual_roughness: 1.0,
94 base_color_texture: Some(images.add(uv_debug_texture())),
95 ..default()
96 })),
97 Transform::from_xyz(0.0, -0.65, 0.0).with_scale(Vec3::splat(80.)),
98 ));
99
100 spawn_cars(&asset_server, &mut meshes, &mut materials, &mut commands);
101 spawn_trees(&mut meshes, &mut materials, &mut commands);
102 spawn_barriers(&mut meshes, &mut materials, &mut commands);
103}
104
105fn spawn_cars(
106 asset_server: &AssetServer,
107 meshes: &mut Assets<Mesh>,
108 materials: &mut Assets<StandardMaterial>,
109 commands: &mut Commands,
110) {
111 const N_CARS: usize = 20;
112 let box_mesh = meshes.add(Cuboid::new(0.3, 0.15, 0.55));
113 let cylinder = meshes.add(Cylinder::default());
114 let logo = asset_server.load("branding/icon.png");
115 let wheel_matl = materials.add(StandardMaterial {
116 base_color: Color::WHITE,
117 base_color_texture: Some(logo.clone()),
118 ..default()
119 });
120
121 let mut matl = |color| {
122 materials.add(StandardMaterial {
123 base_color: color,
124 ..default()
125 })
126 };
127
128 let colors = [
129 matl(Color::linear_rgb(1.0, 0.0, 0.0)),
130 matl(Color::linear_rgb(1.0, 1.0, 0.0)),
131 matl(Color::BLACK),
132 matl(Color::linear_rgb(0.0, 0.0, 1.0)),
133 matl(Color::linear_rgb(0.0, 1.0, 0.0)),
134 matl(Color::linear_rgb(1.0, 0.0, 1.0)),
135 matl(Color::linear_rgb(0.5, 0.5, 0.0)),
136 matl(Color::linear_rgb(1.0, 0.5, 0.0)),
137 ];
138
139 let make_wheel = |x: f32, z: f32| {
140 (
141 Mesh3d(cylinder.clone()),
142 MeshMaterial3d(wheel_matl.clone()),
143 Transform::from_xyz(0.14 * x, -0.045, 0.15 * z)
144 .with_scale(Vec3::new(0.15, 0.04, 0.15))
145 .with_rotation(Quat::from_rotation_z(std::f32::consts::FRAC_PI_2)),
146 Rotates,
147 )
148 };
149
150 for i in 0..N_CARS {
151 let color = colors[i % colors.len()].clone();
152 commands
153 .spawn((
154 Mesh3d(box_mesh.clone()),
155 MeshMaterial3d(color.clone()),
156 Transform::from_scale(Vec3::splat(0.5)),
157 Moves(i as f32 * 2.0),
158 children![
159 (
160 Mesh3d(box_mesh.clone()),
161 MeshMaterial3d(color),
162 Transform::from_xyz(0.0, 0.08, 0.03).with_scale(Vec3::new(1.0, 1.0, 0.5)),
163 ),
164 make_wheel(1.0, 1.0),
165 make_wheel(1.0, -1.0),
166 make_wheel(-1.0, 1.0),
167 make_wheel(-1.0, -1.0)
168 ],
169 ))
170 .insert_if(CameraTracked, || i == 0);
171 }
172}
173
174fn spawn_barriers(
175 meshes: &mut Assets<Mesh>,
176 materials: &mut Assets<StandardMaterial>,
177 commands: &mut Commands,
178) {
179 const N_CONES: usize = 100;
180 let capsule = meshes.add(Capsule3d::default());
181 let matl = materials.add(StandardMaterial {
182 base_color: Color::srgb_u8(255, 87, 51),
183 reflectance: 1.0,
184 ..default()
185 });
186 let mut spawn_with_offset = |offset: f32| {
187 for i in 0..N_CONES {
188 let pos = race_track_pos(
189 offset,
190 (i as f32) / (N_CONES as f32) * std::f32::consts::PI * 2.0,
191 );
192 commands.spawn((
193 Mesh3d(capsule.clone()),
194 MeshMaterial3d(matl.clone()),
195 Transform::from_xyz(pos.x, -0.65, pos.y).with_scale(Vec3::splat(0.07)),
196 ));
197 }
198 };
199 spawn_with_offset(0.04);
200 spawn_with_offset(-0.04);
201}
202
203fn spawn_trees(
204 meshes: &mut Assets<Mesh>,
205 materials: &mut Assets<StandardMaterial>,
206 commands: &mut Commands,
207) {
208 const N_TREES: usize = 30;
209 let capsule = meshes.add(Capsule3d::default());
210 let sphere = meshes.add(Sphere::default());
211 let leaves = materials.add(Color::linear_rgb(0.0, 1.0, 0.0));
212 let trunk = materials.add(Color::linear_rgb(0.4, 0.2, 0.2));
213
214 let mut spawn_with_offset = |offset: f32| {
215 for i in 0..N_TREES {
216 let pos = race_track_pos(
217 offset,
218 (i as f32) / (N_TREES as f32) * std::f32::consts::PI * 2.0,
219 );
220 let [x, z] = pos.into();
221 commands.spawn((
222 Mesh3d(sphere.clone()),
223 MeshMaterial3d(leaves.clone()),
224 Transform::from_xyz(x, -0.3, z).with_scale(Vec3::splat(0.3)),
225 ));
226 commands.spawn((
227 Mesh3d(capsule.clone()),
228 MeshMaterial3d(trunk.clone()),
229 Transform::from_xyz(x, -0.5, z).with_scale(Vec3::new(0.05, 0.3, 0.05)),
230 ));
231 }
232 };
233 spawn_with_offset(0.07);
234 spawn_with_offset(-0.07);
235}
Sourcepub const fn hsla(
hue: f32,
saturation: f32,
lightness: f32,
alpha: f32,
) -> Color
pub const fn hsla( hue: f32, saturation: f32, lightness: f32, alpha: f32, ) -> Color
Creates a new Color
object storing a Hsla
color.
§Arguments
hue
- Hue channel. [0.0, 360.0]saturation
- Saturation channel. [0.0, 1.0]lightness
- Lightness channel. [0.0, 1.0]alpha
- Alpha channel. [0.0, 1.0]
Examples found in repository?
50fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
51 commands.spawn((
52 Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
53 InstanceMaterialData(
54 (1..=10)
55 .flat_map(|x| (1..=10).map(move |y| (x as f32 / 10.0, y as f32 / 10.0)))
56 .map(|(x, y)| InstanceData {
57 position: Vec3::new(x * 10.0 - 5.0, y * 10.0 - 5.0, 0.0),
58 scale: 1.0,
59 color: LinearRgba::from(Color::hsla(x * 360., y, 0.5, 1.0)).to_f32_array(),
60 })
61 .collect(),
62 ),
63 // NOTE: Frustum culling is done based on the Aabb of the Mesh and the GlobalTransform.
64 // As the cube is at the origin, if its Aabb moves outside the view frustum, all the
65 // instanced cubes will be culled.
66 // The InstanceMaterialData contains the 'GlobalTransform' information for this custom
67 // instancing, and that is not taken into account with the built-in frustum culling.
68 // We must disable the built-in frustum culling by adding the `NoFrustumCulling` marker
69 // component to avoid incorrect culling.
70 NoFrustumCulling,
71 ));
72
73 // camera
74 commands.spawn((
75 Camera3d::default(),
76 Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
77 // We need this component because we use `draw_indexed` and `draw`
78 // instead of `draw_indirect_indexed` and `draw_indirect` in
79 // `DrawMeshInstanced::render`.
80 NoIndirectDrawing,
81 ));
82}
More examples
147 pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
148 commands.spawn((Camera2d, DespawnOnExit(super::Scene::Text)));
149
150 for (i, justify) in [
151 Justify::Left,
152 Justify::Right,
153 Justify::Center,
154 Justify::Justified,
155 ]
156 .into_iter()
157 .enumerate()
158 {
159 let y = 230. - 150. * i as f32;
160 spawn_anchored_text(&mut commands, -300. * Vec3::X + y * Vec3::Y, justify, None);
161 spawn_anchored_text(
162 &mut commands,
163 300. * Vec3::X + y * Vec3::Y,
164 justify,
165 Some(TextBounds::new(150., 60.)),
166 );
167 }
168
169 let sans_serif = TextFont::from(asset_server.load("fonts/FiraSans-Bold.ttf"));
170
171 const NUM_ITERATIONS: usize = 10;
172 for i in 0..NUM_ITERATIONS {
173 let fraction = i as f32 / (NUM_ITERATIONS - 1) as f32;
174
175 commands.spawn((
176 Text2d::new("Bevy"),
177 sans_serif.clone(),
178 Transform::from_xyz(0.0, fraction * 200.0, i as f32)
179 .with_scale(1.0 + Vec2::splat(fraction).extend(1.))
180 .with_rotation(Quat::from_rotation_z(fraction * core::f32::consts::PI)),
181 TextColor(Color::hsla(fraction * 360.0, 0.8, 0.8, 0.8)),
182 DespawnOnExit(super::Scene::Text),
183 ));
184 }
185
186 commands.spawn((
187 Text2d::new("This text is invisible."),
188 Visibility::Hidden,
189 DespawnOnExit(super::Scene::Text),
190 ));
191 }
Sourcepub const fn hsl(hue: f32, saturation: f32, lightness: f32) -> Color
pub const fn hsl(hue: f32, saturation: f32, lightness: f32) -> Color
Creates a new Color
object storing a Hsla
color with an alpha of 1.0.
§Arguments
hue
- Hue channel. [0.0, 360.0]saturation
- Saturation channel. [0.0, 1.0]lightness
- Lightness channel. [0.0, 1.0]
Examples found in repository?
More examples
92fn animate_materials(
93 material_handles: Query<&MeshMaterial3d<StandardMaterial>>,
94 time: Res<Time>,
95 mut materials: ResMut<Assets<StandardMaterial>>,
96) {
97 for (i, material_handle) in material_handles.iter().enumerate() {
98 if let Some(material) = materials.get_mut(material_handle) {
99 let color = Color::hsl(
100 ((i as f32 * 2.345 + time.elapsed_secs()) * 100.0) % 360.0,
101 1.0,
102 0.5,
103 );
104 material.base_color = color;
105 }
106 }
107}
90fn animate(
91 mut materials: ResMut<Assets<CustomUiMaterial>>,
92 q: Query<&MaterialNode<CustomUiMaterial>>,
93 time: Res<Time>,
94) {
95 let duration = 2.0;
96 for handle in &q {
97 if let Some(material) = materials.get_mut(handle) {
98 // rainbow color effect
99 let new_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 1., 0.5);
100 let border_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 0.75, 0.75);
101 material.color = new_color.to_linear().to_vec4();
102 material.slider.x =
103 ((time.elapsed_secs() % (duration * 2.0)) - duration).abs() / duration;
104 material.border_color = border_color.to_linear().to_vec4();
105 }
106 }
107}
104fn setup_scene(
105 mut commands: Commands,
106 mut meshes: ResMut<Assets<Mesh>>,
107 mut materials: ResMut<Assets<ColorMaterial>>,
108) {
109 commands.spawn(Camera2d);
110
111 let named_shapes = [
112 (Name::new("Annulus"), meshes.add(Annulus::new(25.0, 50.0))),
113 (
114 Name::new("Bestagon"),
115 meshes.add(RegularPolygon::new(50.0, 6)),
116 ),
117 (Name::new("Rhombus"), meshes.add(Rhombus::new(75.0, 100.0))),
118 ];
119 let num_shapes = named_shapes.len();
120
121 for (i, (name, shape)) in named_shapes.into_iter().enumerate() {
122 // Distribute colors evenly across the rainbow.
123 let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
124
125 commands.spawn((
126 name,
127 DisableOnClick,
128 Mesh2d(shape),
129 MeshMaterial2d(materials.add(color)),
130 Transform::from_xyz(
131 // Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2.
132 -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
133 0.0,
134 0.0,
135 ),
136 ));
137 }
138}
141fn animate_gradients(
142 mut gradients: Query<(&mut BackgroundGradient, &GradientNode)>,
143 args: Res<Args>,
144 time: Res<Time>,
145) {
146 if !args.animate {
147 return;
148 }
149
150 let t = time.elapsed_secs();
151
152 for (mut bg_gradient, node) in &mut gradients {
153 let offset = node.index as f32 * 0.01;
154 let hue_shift = sin(t + offset) * 0.5 + 0.5;
155
156 if let Some(Gradient::Linear(gradient)) = bg_gradient.0.get_mut(0) {
157 let color1 = Color::hsl(hue_shift * 360.0, 1.0, 0.5);
158 let color2 = Color::hsl((hue_shift + 0.3) * 360.0 % 360.0, 1.0, 0.5);
159
160 gradient.stops = vec![
161 ColorStop::new(color1, percent(0)),
162 ColorStop::new(color2, percent(100)),
163 ColorStop::new(
164 Color::hsl((hue_shift + 0.1) * 360.0 % 360.0, 1.0, 0.5),
165 percent(20),
166 ),
167 ColorStop::new(
168 Color::hsl((hue_shift + 0.15) * 360.0 % 360.0, 1.0, 0.5),
169 percent(40),
170 ),
171 ColorStop::new(
172 Color::hsl((hue_shift + 0.2) * 360.0 % 360.0, 1.0, 0.5),
173 percent(60),
174 ),
175 ColorStop::new(
176 Color::hsl((hue_shift + 0.25) * 360.0 % 360.0, 1.0, 0.5),
177 percent(80),
178 ),
179 ColorStop::new(
180 Color::hsl((hue_shift + 0.28) * 360.0 % 360.0, 1.0, 0.5),
181 percent(90),
182 ),
183 ];
184 }
185 }
186}
66 pub fn setup(
67 mut commands: Commands,
68 mut meshes: ResMut<Assets<Mesh>>,
69 mut materials: ResMut<Assets<ColorMaterial>>,
70 ) {
71 commands.spawn((Camera2d, DespawnOnExit(super::Scene::Shapes)));
72
73 let shapes = [
74 meshes.add(Circle::new(50.0)),
75 meshes.add(CircularSector::new(50.0, 1.0)),
76 meshes.add(CircularSegment::new(50.0, 1.25)),
77 meshes.add(Ellipse::new(25.0, 50.0)),
78 meshes.add(Annulus::new(25.0, 50.0)),
79 meshes.add(Capsule2d::new(25.0, 50.0)),
80 meshes.add(Rhombus::new(75.0, 100.0)),
81 meshes.add(Rectangle::new(50.0, 100.0)),
82 meshes.add(RegularPolygon::new(50.0, 6)),
83 meshes.add(Triangle2d::new(
84 Vec2::Y * 50.0,
85 Vec2::new(-50.0, -50.0),
86 Vec2::new(50.0, -50.0),
87 )),
88 ];
89 let num_shapes = shapes.len();
90
91 for (i, shape) in shapes.into_iter().enumerate() {
92 // Distribute colors evenly across the rainbow.
93 let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
94
95 commands.spawn((
96 Mesh2d(shape),
97 MeshMaterial2d(materials.add(color)),
98 Transform::from_xyz(
99 // Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2.
100 -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
101 0.0,
102 0.0,
103 ),
104 DespawnOnExit(super::Scene::Shapes),
105 ));
106 }
107 }
Sourcepub const fn hsva(hue: f32, saturation: f32, value: f32, alpha: f32) -> Color
pub const fn hsva(hue: f32, saturation: f32, value: f32, alpha: f32) -> Color
Creates a new Color
object storing a Hsva
color.
§Arguments
hue
- Hue channel. [0.0, 360.0]saturation
- Saturation channel. [0.0, 1.0]value
- Value channel. [0.0, 1.0]alpha
- Alpha channel. [0.0, 1.0]
Examples found in repository?
75fn setup(
76 mut commands: Commands,
77 asset_server: Res<AssetServer>,
78 app_status: Res<AppStatus>,
79 mut meshes: ResMut<Assets<Mesh>>,
80 mut standard_materials: ResMut<Assets<StandardMaterial>>,
81) {
82 // Spawns a camera.
83 commands.spawn((
84 Transform::from_xyz(-2.0, 0.0, 3.5).looking_at(Vec3::ZERO, Vec3::Y),
85 Hdr,
86 Camera3d::default(),
87 Skybox {
88 image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
89 brightness: 3000.0,
90 ..default()
91 },
92 EnvironmentMapLight {
93 diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
94 specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
95 // We want relatively high intensity here in order for the specular
96 // tint to show up well.
97 intensity: 25000.0,
98 ..default()
99 },
100 ));
101
102 // Spawn the sphere.
103 commands.spawn((
104 Transform::from_rotation(Quat::from_rotation_x(PI * 0.5)),
105 Mesh3d(meshes.add(Sphere::default().mesh().uv(32, 18))),
106 MeshMaterial3d(standard_materials.add(StandardMaterial {
107 // We want only reflected specular light here, so we set the base
108 // color as black.
109 base_color: Color::BLACK,
110 reflectance: 1.0,
111 specular_tint: Color::hsva(app_status.hue, 1.0, 1.0, 1.0),
112 // The object must not be metallic, or else the reflectance is
113 // ignored per the Filament spec:
114 //
115 // <https://google.github.io/filament/Filament.html#listing_fnormal>
116 metallic: 0.0,
117 perceptual_roughness: 0.0,
118 ..default()
119 })),
120 ));
121
122 // Spawn the help text.
123 commands.spawn((
124 Node {
125 position_type: PositionType::Absolute,
126 bottom: px(12),
127 left: px(12),
128 ..default()
129 },
130 app_status.create_text(),
131 ));
132}
133
134/// Rotates the camera a bit every frame.
135fn rotate_camera(mut cameras: Query<&mut Transform, With<Camera3d>>) {
136 for mut camera_transform in cameras.iter_mut() {
137 camera_transform.translation =
138 Quat::from_rotation_y(ROTATION_SPEED) * camera_transform.translation;
139 camera_transform.look_at(Vec3::ZERO, Vec3::Y);
140 }
141}
142
143/// Alters the hue of the solid color a bit every frame.
144fn shift_hue(
145 mut app_status: ResMut<AppStatus>,
146 objects_with_materials: Query<&MeshMaterial3d<StandardMaterial>>,
147 mut standard_materials: ResMut<Assets<StandardMaterial>>,
148) {
149 if app_status.tint_type != TintType::Solid {
150 return;
151 }
152
153 app_status.hue += HUE_SHIFT_SPEED;
154
155 for material_handle in objects_with_materials.iter() {
156 let Some(material) = standard_materials.get_mut(material_handle) else {
157 continue;
158 };
159 material.specular_tint = Color::hsva(app_status.hue, 1.0, 1.0, 1.0);
160 }
161}
Sourcepub const fn hsv(hue: f32, saturation: f32, value: f32) -> Color
pub const fn hsv(hue: f32, saturation: f32, value: f32) -> Color
Creates a new Color
object storing a Hsva
color with an alpha of 1.0.
§Arguments
hue
- Hue channel. [0.0, 360.0]saturation
- Saturation channel. [0.0, 1.0]value
- Value channel. [0.0, 1.0]
Examples found in repository?
34fn setup(
35 mut commands: Commands,
36 mut meshes: ResMut<Assets<Mesh>>,
37 mut materials: ResMut<Assets<StandardMaterial>>,
38 window: Query<&Window>,
39) -> Result {
40 // circular base
41 commands.spawn((
42 Mesh3d(meshes.add(Circle::new(4.0))),
43 MeshMaterial3d(materials.add(Color::WHITE)),
44 Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
45 ));
46
47 // cube
48 commands.spawn((
49 Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
50 MeshMaterial3d(materials.add(Color::WHITE)),
51 Transform::from_xyz(0.0, 0.5, 0.0),
52 ));
53
54 // lights
55 for i in 0..NUM_LIGHTS {
56 let angle = (i as f32) / (NUM_LIGHTS as f32) * PI * 2.0;
57 commands.spawn((
58 PointLight {
59 color: Color::hsv(angle.to_degrees(), 1.0, 1.0),
60 intensity: 2_000_000.0 / NUM_LIGHTS as f32,
61 shadows_enabled: true,
62 ..default()
63 },
64 Transform::from_xyz(sin(angle) * 4.0, 2.0, cos(angle) * 4.0),
65 ));
66 }
67
68 // cameras
69 let window = window.single()?;
70 let width = window.resolution.width() / CAMERA_COLS as f32 * window.resolution.scale_factor();
71 let height = window.resolution.height() / CAMERA_ROWS as f32 * window.resolution.scale_factor();
72 let mut i = 0;
73 for y in 0..CAMERA_COLS {
74 for x in 0..CAMERA_ROWS {
75 let angle = i as f32 / (CAMERA_ROWS * CAMERA_COLS) as f32 * PI * 2.0;
76 commands.spawn((
77 Camera3d::default(),
78 Camera {
79 viewport: Some(Viewport {
80 physical_position: UVec2::new(
81 (x as f32 * width) as u32,
82 (y as f32 * height) as u32,
83 ),
84 physical_size: UVec2::new(width as u32, height as u32),
85 ..default()
86 }),
87 order: i,
88 ..default()
89 },
90 Transform::from_xyz(sin(angle) * 4.0, 2.5, cos(angle) * 4.0)
91 .looking_at(Vec3::ZERO, Vec3::Y),
92 ));
93 i += 1;
94 }
95 }
96 Ok(())
97}
Trait Implementations§
Source§impl Alpha for Color
impl Alpha for Color
Source§fn with_alpha(&self, alpha: f32) -> Color
fn with_alpha(&self, alpha: f32) -> Color
Source§fn is_fully_transparent(&self) -> bool
fn is_fully_transparent(&self) -> bool
Source§fn is_fully_opaque(&self) -> bool
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Source§impl Default for Color
impl Default for Color
Source§fn default() -> Color
fn default() -> Color
A fully white Color::LinearRgba
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Source§impl<'de> Deserialize<'de> for Color
impl<'de> Deserialize<'de> for Color
Source§fn deserialize<__D>(
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) -> Result<Color, <__D as Deserializer<'de>>::Error>where
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Source§impl Enum for Color
impl Enum for Color
Source§fn field(&self, __name_param: &str) -> Option<&(dyn PartialReflect + 'static)>
fn field(&self, __name_param: &str) -> Option<&(dyn PartialReflect + 'static)>
Source§fn field_at(
&self,
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fn field_at( &self, __index_param: usize, ) -> Option<&(dyn PartialReflect + 'static)>
Source§fn field_mut(
&mut self,
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fn field_mut( &mut self, __name_param: &str, ) -> Option<&mut (dyn PartialReflect + 'static)>
Source§fn field_at_mut(
&mut self,
__index_param: usize,
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fn field_at_mut( &mut self, __index_param: usize, ) -> Option<&mut (dyn PartialReflect + 'static)>
Source§fn index_of(&self, __name_param: &str) -> Option<usize>
fn index_of(&self, __name_param: &str) -> Option<usize>
Source§fn name_at(&self, __index_param: usize) -> Option<&str>
fn name_at(&self, __index_param: usize) -> Option<&str>
Source§fn iter_fields(&self) -> VariantFieldIter<'_> ⓘ
fn iter_fields(&self) -> VariantFieldIter<'_> ⓘ
Source§fn variant_name(&self) -> &str
fn variant_name(&self) -> &str
Source§fn variant_index(&self) -> usize
fn variant_index(&self) -> usize
Source§fn variant_type(&self) -> VariantType
fn variant_type(&self) -> VariantType
Source§fn to_dynamic_enum(&self) -> DynamicEnum
fn to_dynamic_enum(&self) -> DynamicEnum
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from this enum.Source§fn is_variant(&self, variant_type: VariantType) -> bool
fn is_variant(&self, variant_type: VariantType) -> bool
Source§fn variant_path(&self) -> String
fn variant_path(&self) -> String
Source§impl EuclideanDistance for Color
impl EuclideanDistance for Color
Source§impl From<Color> for AngularColorStop
impl From<Color> for AngularColorStop
Source§fn from(color: Color) -> AngularColorStop
fn from(color: Color) -> AngularColorStop
Source§impl From<Color> for ClearColorConfig
impl From<Color> for ClearColorConfig
Source§fn from(value: Color) -> ClearColorConfig
fn from(value: Color) -> ClearColorConfig
Source§impl From<Color> for ColorMaterial
impl From<Color> for ColorMaterial
Source§fn from(color: Color) -> ColorMaterial
fn from(color: Color) -> ColorMaterial
Source§impl From<Color> for LinearRgba
impl From<Color> for LinearRgba
Source§fn from(value: Color) -> LinearRgba
fn from(value: Color) -> LinearRgba
Source§impl From<Color> for StandardMaterial
impl From<Color> for StandardMaterial
Source§fn from(color: Color) -> StandardMaterial
fn from(color: Color) -> StandardMaterial
Source§impl From<LinearRgba> for Color
impl From<LinearRgba> for Color
Source§fn from(value: LinearRgba) -> Color
fn from(value: LinearRgba) -> Color
Source§impl FromReflect for Color
impl FromReflect for Color
Source§fn from_reflect(__param0: &(dyn PartialReflect + 'static)) -> Option<Color>
fn from_reflect(__param0: &(dyn PartialReflect + 'static)) -> Option<Color>
Self
from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
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fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetTypeRegistration for Color
impl GetTypeRegistration for Color
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl Hue for Color
impl Hue for Color
Source§impl IntoReturn for Color
impl IntoReturn for Color
Source§impl Luminance for Color
impl Luminance for Color
Source§fn with_luminance(&self, value: f32) -> Color
fn with_luminance(&self, value: f32) -> Color
Source§fn darker(&self, amount: f32) -> Color
fn darker(&self, amount: f32) -> Color
amount
should be between 0.0 and 1.0.
The amount represents an absolute decrease in luminance, and is distributive:
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. Colors are clamped to black
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fn lighter(&self, amount: f32) -> Color
amount
should be between 0.0 and 1.0.
The amount represents an absolute increase in luminance, and is distributive:
color.lighter(a).lighter(b) == color.lighter(a + b)
. Colors are clamped to white
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impl Mix for Color
Source§fn mix(&self, other: &Color, factor: f32) -> Color
fn mix(&self, other: &Color, factor: f32) -> Color
Source§fn mix_assign(&mut self, other: Self, factor: f32)
fn mix_assign(&mut self, other: Self, factor: f32)
Source§impl PartialReflect for Color
impl PartialReflect for Color
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn try_apply(
&mut self,
__value_param: &(dyn PartialReflect + 'static),
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fn try_apply( &mut self, __value_param: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
Source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
Source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<Color>) -> ReflectOwned
fn reflect_owned(self: Box<Color>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<Color>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Color>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
Source§fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
Source§fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Source§fn into_partial_reflect(self: Box<Color>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<Color>) -> Box<dyn PartialReflect>
Source§fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
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fn to_dynamic(&self) -> Box<dyn PartialReflect>
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fn is_dynamic(&self) -> bool
Source§impl Reflect for Color
impl Reflect for Color
Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
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fn into_reflect(self: Box<Color>) -> Box<dyn Reflect>
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fn as_reflect(&self) -> &(dyn Reflect + 'static)
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Saturation for Color
impl Saturation for Color
Source§fn with_saturation(&self, saturation: f32) -> Color
fn with_saturation(&self, saturation: f32) -> Color
Source§fn saturation(&self) -> f32
fn saturation(&self) -> f32
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fn set_saturation(&mut self, saturation: f32)
Source§impl Serialize for Color
impl Serialize for Color
Source§fn serialize<__S>(
&self,
__serializer: __S,
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__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
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Source§impl TypePath for Color
impl TypePath for Color
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
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fn crate_name() -> Option<&'static str>
impl Copy for Color
impl StructuralPartialEq for Color
Auto Trait Implementations§
impl Freeze for Color
impl RefUnwindSafe for Color
impl Send for Color
impl Sync for Color
impl Unpin for Color
impl UnwindSafe for Color
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Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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