use core::f32;
use bevy::prelude::*;
use bevy_copperfield::{
mesh::{face_ops, FaceId, HalfEdgeMesh},
mesh_builders::HalfEdgeMeshBuilder,
};
fn make_base(diameter: f32, resolution: u32) -> (HalfEdgeMesh, FaceId) {
let mut mesh = Circle::new(0.5 * diameter)
.mesh()
.resolution(resolution)
.procgen();
mesh.is_smooth = false;
let face = match mesh.goto(Vec3::ZERO).face() {
Some(f) => f,
None => mesh.goto(Vec3::ZERO).twin().face().unwrap(),
};
face_ops::transform(
&mut mesh,
face,
Transform::from_translation(-0.5 * diameter * Vec3::Y)
.with_rotation(Quat::from_rotation_x(-f32::consts::FRAC_PI_2)),
);
face_ops::extrude(&mut mesh, face, 0.1 * diameter);
face_ops::extrude(&mut mesh, face, 0.05 * diameter);
face_ops::transform(
&mut mesh,
face,
Transform::from_scale(Vec3 {
x: 0.8,
y: 1.0,
z: 0.8,
}),
);
face_ops::extrude(&mut mesh, face, 0.05 * diameter);
face_ops::transform(
&mut mesh,
face,
Transform::from_scale(Vec3 {
x: 1.1,
y: 1.0,
z: 1.1,
}),
);
face_ops::extrude(&mut mesh, face, 0.05 * diameter);
face_ops::transform(
&mut mesh,
face,
Transform::from_scale(Vec3 {
x: 0.9,
y: 1.0,
z: 0.9,
}),
);
face_ops::extrude(&mut mesh, face, 0.05 * diameter);
face_ops::transform(
&mut mesh,
face,
Transform::from_scale(Vec3 {
x: 0.8,
y: 1.0,
z: 0.8,
}),
);
face_ops::extrude(&mut mesh, face, 0.05 * diameter);
face_ops::transform(
&mut mesh,
face,
Transform::from_scale(Vec3 {
x: 0.8,
y: 1.0,
z: 0.8,
}),
);
face_ops::extrude(&mut mesh, face, 0.1 * diameter);
face_ops::transform(
&mut mesh,
face,
Transform::from_scale(Vec3 {
x: 1.2,
y: 1.0,
z: 1.2,
}),
);
face_ops::extrude(&mut mesh, face, 0.05 * diameter);
face_ops::transform(
&mut mesh,
face,
Transform::from_scale(Vec3 {
x: 0.8,
y: 1.0,
z: 0.8,
}),
);
face_ops::extrude(&mut mesh, face, 0.3 * diameter);
face_ops::transform(
&mut mesh,
face,
Transform::from_scale(Vec3 {
x: 0.8,
y: 1.0,
z: 0.8,
}),
);
face_ops::extrude(&mut mesh, face, 0.3 * diameter);
face_ops::transform(
&mut mesh,
face,
Transform::from_scale(Vec3 {
x: 0.7,
y: 1.0,
z: 0.7,
}),
);
face_ops::extrude(&mut mesh, face, 0.3 * diameter);
(mesh, face)
}
fn add_pawn_top(mesh: &mut HalfEdgeMesh, top_face: FaceId) {
face_ops::extrude(mesh, top_face, 0.05);
face_ops::transform(
mesh,
top_face,
Transform::from_scale(Vec3 {
x: 1.5,
y: 1.0,
z: 1.5,
}),
);
face_ops::extrude(mesh, top_face, 0.05);
face_ops::extrude(mesh, top_face, 0.05);
face_ops::transform(
mesh,
top_face,
Transform::from_scale(Vec3 {
x: 0.3,
y: 1.0,
z: 0.3,
}),
);
face_ops::extrude(mesh, top_face, 0.05);
face_ops::extrude(mesh, top_face, 0.05);
face_ops::transform(
mesh,
top_face,
Transform::from_scale(Vec3 {
x: 2.0,
y: 1.0,
z: 2.0,
}),
);
face_ops::extrude(mesh, top_face, 0.05);
face_ops::transform(
mesh,
top_face,
Transform::from_scale(Vec3 {
x: 1.2,
y: 1.0,
z: 1.2,
}),
);
face_ops::extrude(mesh, top_face, 0.05);
face_ops::transform(
mesh,
top_face,
Transform::from_scale(Vec3 {
x: 1.1,
y: 1.0,
z: 1.1,
}),
);
face_ops::extrude(mesh, top_face, 0.05);
face_ops::extrude(mesh, top_face, 0.3);
face_ops::transform(
mesh,
top_face,
Transform::from_scale(Vec3 {
x: 0.9,
y: 1.0,
z: 0.9,
}),
);
face_ops::extrude(mesh, top_face, 0.05);
face_ops::transform(
mesh,
top_face,
Transform::from_scale(Vec3 {
x: 0.9,
y: 1.0,
z: 0.9,
}),
);
face_ops::extrude(mesh, top_face, 0.05);
face_ops::transform(
mesh,
top_face,
Transform::from_scale(Vec3 {
x: 0.8,
y: 1.0,
z: 0.8,
}),
);
face_ops::extrude(mesh, top_face, 0.05);
face_ops::transform(
mesh,
top_face,
Transform::from_scale(Vec3 {
x: 0.5,
y: 1.0,
z: 0.5,
}),
);
face_ops::extrude(mesh, top_face, 0.05);
face_ops::transform(
mesh,
top_face,
Transform::from_scale(Vec3 {
x: 0.5,
y: 1.0,
z: 0.5,
}),
);
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
#[derive(Component)]
struct Pawn;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Circle::new(4.0))),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
));
let (mut pawn, top_face) = make_base(2.75, 5);
add_pawn_top(&mut pawn, top_face);
pawn.calculate_uvs();
commands.spawn((
Pawn,
Mesh3d(meshes.add(&pawn)),
MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
Transform::from_xyz(0.0, 0.5, 0.0)
));
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(2.5, 4.5, 9.0).looking_at(Vec3::Y, Vec3::Y)
));
}
fn update(
time: Res<Time>,
mut camera: Query<&mut Transform, With<Camera>>,
mut meshes: ResMut<Assets<Mesh>>,
pawn: Query<&Mesh3d, With<Pawn>>,
) {
let count = (4.0 + 6.0 * time.elapsed_secs().sin().abs()).ceil() as u32;
let (mut mesh, top_face) = make_base(2.75, count);
add_pawn_top(&mut mesh, top_face);
mesh.calculate_uvs();
if let Some(pawn) = meshes.get_mut(pawn.single()) {
*pawn = (&mesh).into()
}
let (x, z) = (0.8 * time.elapsed_secs()).sin_cos();
let pos = Vec3 { x, y: 0.45, z } * 10.0;
let mut transform = camera.single_mut();
transform.translation = pos;
transform.look_at(Vec3::Y, Vec3::Y);
}