use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, PrintDiagnosticsPlugin},
prelude::*,
};
use rand::{rngs::StdRng, Rng, SeedableRng};
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_plugin(FrameTimeDiagnosticsPlugin::default())
.add_plugin(PrintDiagnosticsPlugin::default())
.add_startup_system(setup.system())
.add_system(move_cubes.system())
.run();
}
fn move_cubes(
time: Res<Time>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut query: Query<(&mut Transform, &Handle<StandardMaterial>)>,
) {
for (mut transform, material_handle) in query.iter_mut() {
let material = materials.get_mut(material_handle).unwrap();
transform.translation += Vec3::new(1.0, 0.0, 0.0) * time.delta_seconds();
material.albedo =
Color::BLUE * Vec3::splat((3.0 * time.seconds_since_startup() as f32).sin());
}
}
fn setup(
commands: &mut Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands
.spawn(LightBundle {
transform: Transform::from_translation(Vec3::new(4.0, -4.0, 5.0)),
..Default::default()
})
.spawn(Camera3dBundle {
transform: Transform::from_translation(Vec3::new(0.0, 15.0, 150.0))
.looking_at(Vec3::default(), Vec3::unit_y()),
..Default::default()
});
let mut rng = StdRng::from_entropy();
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
for _ in 0..10000 {
commands.spawn(PbrBundle {
mesh: cube_handle.clone(),
material: materials.add(StandardMaterial {
albedo: Color::rgb(
rng.gen_range(0.0, 1.0),
rng.gen_range(0.0, 1.0),
rng.gen_range(0.0, 1.0),
),
..Default::default()
}),
transform: Transform::from_translation(Vec3::new(
rng.gen_range(-50.0, 50.0),
rng.gen_range(-50.0, 50.0),
0.0,
)),
..Default::default()
});
}
}