use std::f32::consts::{PI, TAU};
use bevy::prelude::*;
use bevy_mod_outline::*;
#[bevy_main]
fn main() {
App::new()
.insert_resource(ClearColor(Color::BLACK))
.add_plugins((DefaultPlugins, OutlinePlugin::EXTRUDE_VERTEX))
.add_systems(Startup, setup)
.add_systems(Update, (wobble, orbit))
.run();
}
#[derive(Component)]
struct Wobbles;
#[derive(Component)]
struct Orbits;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let mut cube_mesh = Cuboid::new(1.0, 1.0, 1.0).mesh().build();
cube_mesh
.generate_outline_normals(&GenerateOutlineNormalsSettings::default())
.unwrap();
commands.spawn((
Mesh3d(meshes.add(cube_mesh)),
MeshMaterial3d(materials.add(StandardMaterial::from(Color::srgb(0.1, 0.1, 0.9)))),
Transform::from_xyz(0.0, 1.0, 0.0),
OutlineVolume {
visible: true,
colour: Color::srgb(0.0, 1.0, 0.0),
width: 25.0,
},
OutlineMode::FloodFlat,
Wobbles,
));
commands.spawn((
Mesh3d(
meshes.add(
Torus {
minor_radius: 0.1,
major_radius: 0.3,
}
.mesh()
.minor_resolution(10)
.major_resolution(20)
.build(),
),
),
MeshMaterial3d(materials.add(StandardMaterial::from(Color::srgb(0.9, 0.1, 0.1)))),
Transform::from_xyz(0.0, 1.2, 2.0).with_rotation(Quat::from_rotation_x(0.5 * PI)),
OutlineVolume {
visible: true,
colour: Color::srgba(1.0, 0.0, 1.0, 0.3),
width: 15.0,
},
Orbits,
));
commands.spawn((
Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::new(5.0, 5.0)).mesh().build())),
MeshMaterial3d(materials.add(StandardMaterial::from(Color::srgb(0.3, 0.5, 0.3)))),
));
commands.spawn((
PointLight {
shadow_maps_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
Msaa::Sample4,
));
}
fn wobble(mut query: Query<&mut Transform, With<Wobbles>>, timer: Res<Time>, mut t: Local<f32>) {
let ta = *t;
*t = (ta + 0.5 * timer.delta_secs()) % TAU;
let tb = *t;
let i1 = tb.cos() - ta.cos();
let i2 = ta.sin() - tb.sin();
for mut transform in query.iter_mut() {
transform.rotate(Quat::from_rotation_z(TAU * 20.0 * i1 * timer.delta_secs()));
transform.rotate(Quat::from_rotation_y(TAU * 20.0 * i2 * timer.delta_secs()));
}
}
fn orbit(mut query: Query<&mut Transform, With<Orbits>>, timer: Res<Time>) {
for mut transform in query.iter_mut() {
transform.translate_around(Vec3::ZERO, Quat::from_rotation_y(0.4 * timer.delta_secs()))
}
}