bevy_spark 0.2.0

Gaussian splat renderer for Bevy with SPZ support
Documentation
//! Mixed scene for validating splat depth integration.
//!
//!     cargo run --release --example depth_integration

use bevy::prelude::*;
use bevy_spark::{SparkPlugin, SplatCloud, SplatCoordinateConvention, Splats};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                title: "bevy_spark depth integration".into(),
                resolution: (1280u32, 720u32).into(),
                ..default()
            }),
            ..default()
        }))
        .add_plugins(SparkPlugin)
        .insert_resource(ClearColor(Color::srgb(0.025, 0.03, 0.035)))
        .insert_resource(GlobalAmbientLight {
            brightness: 250.0,
            ..default()
        })
        .add_systems(Startup, setup)
        .add_systems(Update, animate_glass)
        .run();
}

#[derive(Component)]
struct GlassQuad;

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    asset_server: Res<AssetServer>,
) {
    let splats: Handle<Splats> = asset_server.load("butterfly.spz");
    commands.spawn((
        SplatCloud { handle: splats },
        SplatCoordinateConvention::YDown,
        Transform::from_xyz(0.0, 0.55, -2.7).with_scale(Vec3::splat(1.7)),
        Name::new("SplatCloud butterfly"),
    ));

    commands.spawn((
        Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(7.0)))),
        MeshMaterial3d(materials.add(StandardMaterial {
            base_color: Color::srgb(0.16, 0.18, 0.2),
            perceptual_roughness: 0.85,
            ..default()
        })),
        Transform::from_xyz(0.0, -0.65, -2.7),
        Name::new("Opaque Mesh3d floor"),
    ));

    commands.spawn((
        Mesh3d(meshes.add(Rectangle::new(2.8, 2.1))),
        MeshMaterial3d(materials.add(StandardMaterial {
            base_color: Color::srgba(0.2, 0.7, 1.0, 0.32),
            alpha_mode: AlphaMode::Blend,
            unlit: true,
            ..default()
        })),
        Transform::from_xyz(0.0, 0.35, -2.15),
        GlassQuad,
        Name::new("Transparent Mesh3d glass quad"),
    ));

    commands.spawn((
        DirectionalLight {
            illuminance: 5_000.0,
            ..default()
        },
        Transform::from_rotation(Quat::from_euler(EulerRot::XYZ, -1.0, -0.6, 0.0)),
    ));

    commands.spawn((
        Camera3d::default(),
        Msaa::Off,
        Transform::from_xyz(0.0, 0.65, 1.65).looking_at(Vec3::new(0.0, 0.25, -2.7), Vec3::Y),
    ));
}

fn animate_glass(time: Res<Time>, mut query: Query<&mut Transform, With<GlassQuad>>) {
    for mut transform in &mut query {
        let yaw = (time.elapsed_secs() * 0.35).sin() * 0.18;
        transform.rotation = Quat::from_rotation_y(yaw);
    }
}