Struct bevy::math::primitives::Rectangle

source ·
pub struct Rectangle {
    pub half_size: Vec2,
}
Expand description

A rectangle primitive

Fields§

§half_size: Vec2

Half of the width and height of the rectangle

Implementations§

source§

impl Rectangle

source

pub fn new(width: f32, height: f32) -> Rectangle

Create a new Rectangle from a full width and height

Examples found in repository?
examples/3d/tonemapping.rs (line 227)
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fn setup_color_gradient_scene(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorGradientMaterial>>,
    camera_transform: Res<CameraTransform>,
) {
    let mut transform = camera_transform.0;
    transform.translation += *transform.forward();

    commands.spawn((
        MaterialMeshBundle {
            mesh: meshes.add(Rectangle::new(0.7, 0.7)),
            material: materials.add(ColorGradientMaterial {}),
            transform,
            visibility: Visibility::Hidden,
            ..default()
        },
        SceneNumber(2),
    ));
}
More examples
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examples/2d/2d_shapes.rs (line 28)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorMaterial>>,
) {
    commands.spawn(Camera2dBundle::default());

    let shapes = [
        Mesh2dHandle(meshes.add(Circle { radius: 50.0 })),
        Mesh2dHandle(meshes.add(Ellipse::new(25.0, 50.0))),
        Mesh2dHandle(meshes.add(Capsule2d::new(25.0, 50.0))),
        Mesh2dHandle(meshes.add(Rectangle::new(50.0, 100.0))),
        Mesh2dHandle(meshes.add(RegularPolygon::new(50.0, 6))),
        Mesh2dHandle(meshes.add(Triangle2d::new(
            Vec2::Y * 50.0,
            Vec2::new(-50.0, -50.0),
            Vec2::new(50.0, -50.0),
        ))),
    ];
    let num_shapes = shapes.len();

    for (i, shape) in shapes.into_iter().enumerate() {
        // Distribute colors evenly across the rainbow.
        let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);

        commands.spawn(MaterialMesh2dBundle {
            mesh: shape,
            material: materials.add(color),
            transform: Transform::from_xyz(
                // Distribute shapes from -X_EXTENT to +X_EXTENT.
                -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
                0.0,
                0.0,
            ),
            ..default()
        });
    }
}
examples/2d/bounding_2d.rs (line 219)
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fn setup(mut commands: Commands, loader: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn((
        SpatialBundle {
            transform: Transform::from_xyz(-OFFSET_X, OFFSET_Y, 0.),
            ..default()
        },
        Shape::Circle(Circle::new(45.)),
        DesiredVolume::Aabb,
        Intersects::default(),
    ));

    commands.spawn((
        SpatialBundle {
            transform: Transform::from_xyz(0., OFFSET_Y, 0.),
            ..default()
        },
        Shape::Rectangle(Rectangle::new(80., 80.)),
        Spin,
        DesiredVolume::Circle,
        Intersects::default(),
    ));

    commands.spawn((
        SpatialBundle {
            transform: Transform::from_xyz(OFFSET_X, OFFSET_Y, 0.),
            ..default()
        },
        Shape::Triangle(Triangle2d::new(
            Vec2::new(-40., -40.),
            Vec2::new(-20., 40.),
            Vec2::new(40., 50.),
        )),
        Spin,
        DesiredVolume::Aabb,
        Intersects::default(),
    ));

    commands.spawn((
        SpatialBundle {
            transform: Transform::from_xyz(-OFFSET_X, -OFFSET_Y, 0.),
            ..default()
        },
        Shape::Line(Segment2d::new(Direction2d::from_xy(1., 0.3).unwrap(), 90.)),
        Spin,
        DesiredVolume::Circle,
        Intersects::default(),
    ));

    commands.spawn((
        SpatialBundle {
            transform: Transform::from_xyz(0., -OFFSET_Y, 0.),
            ..default()
        },
        Shape::Capsule(Capsule2d::new(25., 50.)),
        Spin,
        DesiredVolume::Aabb,
        Intersects::default(),
    ));

    commands.spawn((
        SpatialBundle {
            transform: Transform::from_xyz(OFFSET_X, -OFFSET_Y, 0.),
            ..default()
        },
        Shape::Polygon(RegularPolygon::new(50., 6)),
        Spin,
        DesiredVolume::Circle,
        Intersects::default(),
    ));

    commands.spawn(
        TextBundle::from_section(
            "",
            TextStyle {
                font: loader.load("fonts/FiraMono-Medium.ttf"),
                font_size: 26.0,
                ..default()
            },
        )
        .with_style(Style {
            position_type: PositionType::Absolute,
            bottom: Val::Px(10.0),
            left: Val::Px(10.0),
            ..default()
        }),
    );
}
examples/3d/texture.rs (line 27)
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fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // load a texture and retrieve its aspect ratio
    let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
    let aspect = 0.25;

    // create a new quad mesh. this is what we will apply the texture to
    let quad_width = 8.0;
    let quad_handle = meshes.add(Rectangle::new(quad_width, quad_width * aspect));

    // this material renders the texture normally
    let material_handle = materials.add(StandardMaterial {
        base_color_texture: Some(texture_handle.clone()),
        alpha_mode: AlphaMode::Blend,
        unlit: true,
        ..default()
    });

    // this material modulates the texture to make it red (and slightly transparent)
    let red_material_handle = materials.add(StandardMaterial {
        base_color: Color::rgba(1.0, 0.0, 0.0, 0.5),
        base_color_texture: Some(texture_handle.clone()),
        alpha_mode: AlphaMode::Blend,
        unlit: true,
        ..default()
    });

    // and lets make this one blue! (and also slightly transparent)
    let blue_material_handle = materials.add(StandardMaterial {
        base_color: Color::rgba(0.0, 0.0, 1.0, 0.5),
        base_color_texture: Some(texture_handle),
        alpha_mode: AlphaMode::Blend,
        unlit: true,
        ..default()
    });

    // textured quad - normal
    commands.spawn(PbrBundle {
        mesh: quad_handle.clone(),
        material: material_handle,
        transform: Transform::from_xyz(0.0, 0.0, 1.5)
            .with_rotation(Quat::from_rotation_x(-PI / 5.0)),
        ..default()
    });
    // textured quad - modulated
    commands.spawn(PbrBundle {
        mesh: quad_handle.clone(),
        material: red_material_handle,
        transform: Transform::from_rotation(Quat::from_rotation_x(-PI / 5.0)),
        ..default()
    });
    // textured quad - modulated
    commands.spawn(PbrBundle {
        mesh: quad_handle,
        material: blue_material_handle,
        transform: Transform::from_xyz(0.0, 0.0, -1.5)
            .with_rotation(Quat::from_rotation_x(-PI / 5.0)),
        ..default()
    });
    // camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
}
examples/shader/shader_prepass.rs (line 74)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<CustomMaterial>>,
    mut std_materials: ResMut<Assets<StandardMaterial>>,
    mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>,
    asset_server: Res<AssetServer>,
) {
    // camera
    commands.spawn((
        Camera3dBundle {
            transform: Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y),
            ..default()
        },
        // To enable the prepass you need to add the components associated with the ones you need
        // This will write the depth buffer to a texture that you can use in the main pass
        DepthPrepass,
        // This will generate a texture containing world normals (with normal maps applied)
        NormalPrepass,
        // This will generate a texture containing screen space pixel motion vectors
        MotionVectorPrepass,
    ));

    // plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
        material: std_materials.add(Color::rgb(0.3, 0.5, 0.3)),
        ..default()
    });

    // A quad that shows the outputs of the prepass
    // To make it easy, we just draw a big quad right in front of the camera.
    // For a real application, this isn't ideal.
    commands.spawn((
        MaterialMeshBundle {
            mesh: meshes.add(Rectangle::new(20.0, 20.0)),
            material: depth_materials.add(PrepassOutputMaterial {
                settings: ShowPrepassSettings::default(),
            }),
            transform: Transform::from_xyz(-0.75, 1.25, 3.0)
                .looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
            ..default()
        },
        NotShadowCaster,
    ));

    // Opaque cube
    commands.spawn((
        MaterialMeshBundle {
            mesh: meshes.add(Cuboid::default()),
            material: materials.add(CustomMaterial {
                color: Color::WHITE,
                color_texture: Some(asset_server.load("branding/icon.png")),
                alpha_mode: AlphaMode::Opaque,
            }),
            transform: Transform::from_xyz(-1.0, 0.5, 0.0),
            ..default()
        },
        Rotates,
    ));

    // Cube with alpha mask
    commands.spawn(PbrBundle {
        mesh: meshes.add(Cuboid::default()),
        material: std_materials.add(StandardMaterial {
            alpha_mode: AlphaMode::Mask(1.0),
            base_color_texture: Some(asset_server.load("branding/icon.png")),
            ..default()
        }),
        transform: Transform::from_xyz(0.0, 0.5, 0.0),
        ..default()
    });

    // Cube with alpha blending.
    // Transparent materials are ignored by the prepass
    commands.spawn(MaterialMeshBundle {
        mesh: meshes.add(Cuboid::default()),
        material: materials.add(CustomMaterial {
            color: Color::WHITE,
            color_texture: Some(asset_server.load("branding/icon.png")),
            alpha_mode: AlphaMode::Blend,
        }),
        transform: Transform::from_xyz(1.0, 0.5, 0.0),
        ..default()
    });

    // light
    commands.spawn(PointLightBundle {
        point_light: PointLight {
            shadows_enabled: true,
            ..default()
        },
        transform: Transform::from_xyz(4.0, 8.0, 4.0),
        ..default()
    });

    let style = TextStyle {
        font_size: 18.0,
        ..default()
    };

    commands.spawn(
        TextBundle::from_sections(vec![
            TextSection::new("Prepass Output: transparent\n", style.clone()),
            TextSection::new("\n\n", style.clone()),
            TextSection::new("Controls\n", style.clone()),
            TextSection::new("---------------\n", style.clone()),
            TextSection::new("Space - Change output\n", style),
        ])
        .with_style(Style {
            position_type: PositionType::Absolute,
            top: Val::Px(10.0),
            left: Val::Px(10.0),
            ..default()
        }),
    );
}
examples/3d/lighting.rs (line 82)
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fn setup(
    parameters: Res<Parameters>,
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    asset_server: Res<AssetServer>,
) {
    // ground plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(10.0, 10.0)),
        material: materials.add(StandardMaterial {
            base_color: Color::WHITE,
            perceptual_roughness: 1.0,
            ..default()
        }),
        ..default()
    });

    // left wall
    let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
    transform.rotate_z(PI / 2.);
    commands.spawn(PbrBundle {
        mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)),
        transform,
        material: materials.add(StandardMaterial {
            base_color: Color::INDIGO,
            perceptual_roughness: 1.0,
            ..default()
        }),
        ..default()
    });
    // back (right) wall
    let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
    transform.rotate_x(PI / 2.);
    commands.spawn(PbrBundle {
        mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)),
        transform,
        material: materials.add(StandardMaterial {
            base_color: Color::INDIGO,
            perceptual_roughness: 1.0,
            ..default()
        }),
        ..default()
    });

    // Bevy logo to demonstrate alpha mask shadows
    let mut transform = Transform::from_xyz(-2.2, 0.5, 1.0);
    transform.rotate_y(PI / 8.);
    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Rectangle::new(2.0, 0.5)),
            transform,
            material: materials.add(StandardMaterial {
                base_color_texture: Some(asset_server.load("branding/bevy_logo_light.png")),
                perceptual_roughness: 1.0,
                alpha_mode: AlphaMode::Mask(0.5),
                cull_mode: None,
                ..default()
            }),
            ..default()
        },
        Movable,
    ));

    // cube
    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Cuboid::default()),
            material: materials.add(StandardMaterial {
                base_color: Color::PINK,
                ..default()
            }),
            transform: Transform::from_xyz(0.0, 0.5, 0.0),
            ..default()
        },
        Movable,
    ));
    // sphere
    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Sphere::new(0.5).mesh().uv(32, 18)),
            material: materials.add(StandardMaterial {
                base_color: Color::LIME_GREEN,
                ..default()
            }),
            transform: Transform::from_xyz(1.5, 1.0, 1.5),
            ..default()
        },
        Movable,
    ));

    // ambient light
    commands.insert_resource(AmbientLight {
        color: Color::ORANGE_RED,
        brightness: 0.02,
    });

    // red point light
    commands
        .spawn(PointLightBundle {
            // transform: Transform::from_xyz(5.0, 8.0, 2.0),
            transform: Transform::from_xyz(1.0, 2.0, 0.0),
            point_light: PointLight {
                intensity: 100_000.0,
                color: Color::RED,
                shadows_enabled: true,
                ..default()
            },
            ..default()
        })
        .with_children(|builder| {
            builder.spawn(PbrBundle {
                mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
                material: materials.add(StandardMaterial {
                    base_color: Color::RED,
                    emissive: Color::rgba_linear(7.13, 0.0, 0.0, 0.0),
                    ..default()
                }),
                ..default()
            });
        });

    // green spot light
    commands
        .spawn(SpotLightBundle {
            transform: Transform::from_xyz(-1.0, 2.0, 0.0)
                .looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
            spot_light: SpotLight {
                intensity: 100_000.0,
                color: Color::GREEN,
                shadows_enabled: true,
                inner_angle: 0.6,
                outer_angle: 0.8,
                ..default()
            },
            ..default()
        })
        .with_children(|builder| {
            builder.spawn(PbrBundle {
                transform: Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
                mesh: meshes.add(Capsule3d::new(0.1, 0.125)),
                material: materials.add(StandardMaterial {
                    base_color: Color::GREEN,
                    emissive: Color::rgba_linear(0.0, 7.13, 0.0, 0.0),
                    ..default()
                }),
                ..default()
            });
        });

    // blue point light
    commands
        .spawn(PointLightBundle {
            // transform: Transform::from_xyz(5.0, 8.0, 2.0),
            transform: Transform::from_xyz(0.0, 4.0, 0.0),
            point_light: PointLight {
                intensity: 100_000.0,
                color: Color::BLUE,
                shadows_enabled: true,
                ..default()
            },
            ..default()
        })
        .with_children(|builder| {
            builder.spawn(PbrBundle {
                mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
                material: materials.add(StandardMaterial {
                    base_color: Color::BLUE,
                    emissive: Color::rgba_linear(0.0, 0.0, 7.13, 0.0),
                    ..default()
                }),
                ..default()
            });
        });

    // directional 'sun' light
    commands.spawn(DirectionalLightBundle {
        directional_light: DirectionalLight {
            illuminance: light_consts::lux::OVERCAST_DAY,
            shadows_enabled: true,
            ..default()
        },
        transform: Transform {
            translation: Vec3::new(0.0, 2.0, 0.0),
            rotation: Quat::from_rotation_x(-PI / 4.),
            ..default()
        },
        // The default cascade config is designed to handle large scenes.
        // As this example has a much smaller world, we can tighten the shadow
        // bounds for better visual quality.
        cascade_shadow_config: CascadeShadowConfigBuilder {
            first_cascade_far_bound: 4.0,
            maximum_distance: 10.0,
            ..default()
        }
        .into(),
        ..default()
    });

    // example instructions
    let style = TextStyle {
        font_size: 20.0,
        ..default()
    };
    commands.spawn(
        TextBundle::from_sections(vec![
            TextSection::new(
                format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops),
                style.clone(),
            ),
            TextSection::new(
                format!(
                    "Shutter speed: 1/{:.0}s\n",
                    1.0 / parameters.shutter_speed_s
                ),
                style.clone(),
            ),
            TextSection::new(
                format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso),
                style.clone(),
            ),
            TextSection::new("\n\n", style.clone()),
            TextSection::new("Controls\n", style.clone()),
            TextSection::new("---------------\n", style.clone()),
            TextSection::new("Arrow keys - Move objects\n", style.clone()),
            TextSection::new("1/2 - Decrease/Increase aperture\n", style.clone()),
            TextSection::new("3/4 - Decrease/Increase shutter speed\n", style.clone()),
            TextSection::new("5/6 - Decrease/Increase sensitivity\n", style.clone()),
            TextSection::new("R - Reset exposure", style),
        ])
        .with_style(Style {
            position_type: PositionType::Absolute,
            top: Val::Px(12.0),
            left: Val::Px(12.0),
            ..default()
        }),
    );

    // camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
        exposure: Exposure::from_physical_camera(**parameters),
        ..default()
    });
}
source

pub fn from_size(size: Vec2) -> Rectangle

Create a new Rectangle from a given full size

Examples found in repository?
examples/3d/tonemapping.rs (line 346)
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fn resize_image(
    image_mesh: Query<(&Handle<StandardMaterial>, &Handle<Mesh>), With<HDRViewer>>,
    materials: Res<Assets<StandardMaterial>>,
    mut meshes: ResMut<Assets<Mesh>>,
    images: Res<Assets<Image>>,
    mut image_events: EventReader<AssetEvent<Image>>,
) {
    for event in image_events.read() {
        let (AssetEvent::Added { id } | AssetEvent::Modified { id }) = event else {
            continue;
        };

        for (mat_h, mesh_h) in &image_mesh {
            let Some(mat) = materials.get(mat_h) else {
                continue;
            };

            let Some(ref base_color_texture) = mat.base_color_texture else {
                continue;
            };

            if *id != base_color_texture.id() {
                continue;
            };

            let Some(image_changed) = images.get(*id) else {
                continue;
            };

            let size = image_changed.size_f32().normalize_or_zero() * 1.4;
            // Resize Mesh
            let quad = Mesh::from(Rectangle::from_size(size));
            meshes.insert(mesh_h, quad);
        }
    }
}
More examples
Hide additional examples
examples/stress_tests/bevymark.rs (line 221)
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fn setup(
    mut commands: Commands,
    args: Res<Args>,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    material_assets: ResMut<Assets<ColorMaterial>>,
    images: ResMut<Assets<Image>>,
    windows: Query<&Window>,
    counter: ResMut<BevyCounter>,
) {
    warn!(include_str!("warning_string.txt"));

    let args = args.into_inner();
    let images = images.into_inner();

    let mut textures = Vec::with_capacity(args.material_texture_count.max(1));
    if matches!(args.mode, Mode::Sprite) || args.material_texture_count > 0 {
        textures.push(asset_server.load("branding/icon.png"));
    }
    init_textures(&mut textures, args, images);

    let material_assets = material_assets.into_inner();
    let materials = init_materials(args, &textures, material_assets);

    let mut bird_resources = BirdResources {
        textures,
        materials,
        quad: meshes
            .add(Rectangle::from_size(Vec2::splat(BIRD_TEXTURE_SIZE as f32)))
            .into(),
        color_rng: StdRng::seed_from_u64(42),
        material_rng: StdRng::seed_from_u64(42),
        velocity_rng: StdRng::seed_from_u64(42),
        transform_rng: StdRng::seed_from_u64(42),
    };

    let text_section = move |color, value: &str| {
        TextSection::new(
            value,
            TextStyle {
                font_size: 40.0,
                color,
                ..default()
            },
        )
    };

    commands.spawn(Camera2dBundle::default());
    commands
        .spawn(NodeBundle {
            style: Style {
                position_type: PositionType::Absolute,
                padding: UiRect::all(Val::Px(5.0)),
                ..default()
            },
            z_index: ZIndex::Global(i32::MAX),
            background_color: Color::BLACK.with_a(0.75).into(),
            ..default()
        })
        .with_children(|c| {
            c.spawn((
                TextBundle::from_sections([
                    text_section(Color::GREEN, "Bird Count: "),
                    text_section(Color::CYAN, ""),
                    text_section(Color::GREEN, "\nFPS (raw): "),
                    text_section(Color::CYAN, ""),
                    text_section(Color::GREEN, "\nFPS (SMA): "),
                    text_section(Color::CYAN, ""),
                    text_section(Color::GREEN, "\nFPS (EMA): "),
                    text_section(Color::CYAN, ""),
                ]),
                StatsText,
            ));
        });

    let mut scheduled = BirdScheduled {
        per_wave: args.per_wave,
        waves: args.waves,
    };

    if args.benchmark {
        let counter = counter.into_inner();
        for wave in (0..scheduled.waves).rev() {
            spawn_birds(
                &mut commands,
                args,
                &windows.single().resolution,
                counter,
                scheduled.per_wave,
                &mut bird_resources,
                Some(wave),
                wave,
            );
        }
        scheduled.waves = 0;
    }
    commands.insert_resource(bird_resources);
    commands.insert_resource(scheduled);
}
source

pub fn from_corners(point1: Vec2, point2: Vec2) -> Rectangle

Create a new Rectangle from two corner points

source

pub fn size(&self) -> Vec2

Get the size of the rectangle

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pub fn area(&self) -> f32

Get the area of the rectangle

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pub fn perimeter(&self) -> f32

Get the perimeter of the rectangle

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pub fn closest_point(&self, point: Vec2) -> Vec2

Finds the point on the rectangle that is closest to the given point.

If the point is outside the rectangle, the returned point will be on the perimeter of the rectangle. Otherwise, it will be inside the rectangle and returned as is.

Trait Implementations§

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impl Bounded2d for Rectangle

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fn aabb_2d(&self, translation: Vec2, rotation: f32) -> Aabb2d

Get an axis-aligned bounding box for the shape with the given translation and rotation. The rotation is in radians, counterclockwise, with 0 meaning no rotation.
source§

fn bounding_circle(&self, translation: Vec2, _rotation: f32) -> BoundingCircle

Get a bounding circle for the shape The rotation is in radians, counterclockwise, with 0 meaning no rotation.
source§

impl Clone for Rectangle

source§

fn clone(&self) -> Rectangle

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Rectangle

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
source§

impl Default for Rectangle

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fn default() -> Rectangle

Returns the default Rectangle with a half-width and half-height of 0.5.

source§

impl<'de> Deserialize<'de> for Rectangle

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fn deserialize<__D>( __deserializer: __D ) -> Result<Rectangle, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl From<Rectangle> for Mesh

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fn from(rectangle: Rectangle) -> Mesh

Converts to this type from the input type.
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impl FromReflect for Rectangle

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fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Rectangle>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetTypeRegistration for Rectangle

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impl<'w, 's, T> GizmoPrimitive2d<Rectangle> for Gizmos<'w, 's, T>

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type Output<'a> = () where Gizmos<'w, 's, T>: 'a

The output of primitive_2d. This is a builder to set non-default values.
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fn primitive_2d( &mut self, primitive: Rectangle, position: Vec2, angle: f32, color: Color ) -> <Gizmos<'w, 's, T> as GizmoPrimitive2d<Rectangle>>::Output<'_>

Renders a 2D primitive with its associated details.
source§

impl Meshable for Rectangle

§

type Output = Mesh

The output of Self::mesh. This can either be a Mesh or a builder used for creating a Mesh.
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fn mesh(&self) -> <Rectangle as Meshable>::Output

Creates a Mesh for a shape.
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impl PartialEq for Rectangle

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fn eq(&self, other: &Rectangle) -> bool

This method tests for self and other values to be equal, and is used by ==.
1.0.0 · source§

fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Reflect for Rectangle

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn into_any(self: Box<Rectangle>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
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fn into_reflect(self: Box<Rectangle>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a reflected value.
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable reflected value.
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fn clone_value(&self) -> Box<dyn Reflect>

Clones the value as a Reflect trait object. Read more
source§

fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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fn apply(&mut self, value: &(dyn Reflect + 'static))

Applies a reflected value to this value. Read more
source§

fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
source§

fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
source§

fn reflect_owned(self: Box<Rectangle>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
source§

fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
source§

fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
source§

fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
source§

fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
source§

impl Serialize for Rectangle

source§

fn serialize<__S>( &self, __serializer: __S ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl Struct for Rectangle

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fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field named name as a &dyn Reflect.
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fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field named name as a &mut dyn Reflect.
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fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn Reflect.
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fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
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fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
source§

fn field_len(&self) -> usize

Returns the number of fields in the struct.
source§

fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
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fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
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impl TypePath for Rectangle
where Rectangle: Any + Send + Sync,

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
source§

fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
source§

fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
source§

fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
source§

impl Typed for Rectangle

source§

fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
source§

impl Copy for Rectangle

source§

impl Primitive2d for Rectangle

source§

impl StructuralPartialEq for Rectangle

Auto Trait Implementations§

Blanket Implementations§

source§

impl<T> Any for T
where T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

source§

fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

source§

fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
source§

fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
source§

fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
source§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

source§

fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> DynamicTypePath for T
where T: TypePath,

source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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impl<S> GetField for S
where S: Struct,

source§

fn get_field<T>(&self, name: &str) -> Option<&T>
where T: Reflect,

Returns a reference to the value of the field named name, downcast to T.
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fn get_field_mut<T>(&mut self, name: &str) -> Option<&mut T>
where T: Reflect,

Returns a mutable reference to the value of the field named name, downcast to T.
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impl<T> GetPath for T
where T: Reflect + ?Sized,

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fn reflect_path<'p>( &self, path: impl ReflectPath<'p> ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>

Returns a reference to the value specified by path. Read more
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fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
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fn path<'p, T>( &self, path: impl ReflectPath<'p> ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
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fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

source§

impl<T> Serialize for T
where T: Serialize + ?Sized,

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fn erased_serialize(&self, serializer: &mut dyn Serializer) -> Result<(), Error>

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fn do_erased_serialize( &self, serializer: &mut dyn Serializer ) -> Result<(), ErrorImpl>

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impl<T> ToOwned for T
where T: Clone,

§

type Owned = T

The resulting type after obtaining ownership.
source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,