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world.rs
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world.rs
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use bevy::prelude::*;
use bevy_inspector_egui::RegisterInspectable;
use bevy_inspector_egui::{widgets::ResourceInspector, Inspectable, InspectorPlugin};
use bevy_inspector_egui::{WorldInspectorParams, WorldInspectorPlugin};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(WorldInspectorParams {
despawnable_entities: true,
highlight_changes: true,
..Default::default()
})
.add_plugin(WorldInspectorPlugin::new())
.add_plugin(InspectorPlugin::<Resources>::new())
.register_type::<MyReflectedComponent>()
.register_inspectable::<MyInspectableComponent>()
.add_startup_system(setup)
.add_system(movement)
.run();
}
#[derive(Inspectable, Default)]
struct Resources {
ambient_light: ResourceInspector<AmbientLight>,
clear_color: ResourceInspector<ClearColor>,
}
#[derive(Component, Inspectable, Default)]
pub struct MyInspectableComponent {
foo: f32,
bar: usize,
}
#[derive(Component, Reflect, Default)]
#[reflect(Component)]
pub struct MyReflectedComponent {
str: String,
list: Vec<f32>,
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn_bundle((
MyInspectableComponent::default(),
MyReflectedComponent {
str: "str".to_string(),
list: vec![2.0],
},
Name::new("Custom components"),
));
commands
.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
})
.insert(Name::new("Camera"));
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
material: materials.add(Color::rgb_u8(80, 233, 54).into()),
..Default::default()
})
.insert(Name::new("Floor"));
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
transform: Transform::from_xyz(0.0, 1.0, 0.0),
material: materials.add(Color::rgb(1.0, 1.0, 1.0).into()),
..Default::default()
})
.insert(Name::new("Cube"))
.with_children(|commands| {
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
transform: Transform::from_xyz(0.0, 0.8, 0.0),
material: materials.add(Color::rgb(1.0, 1.0, 1.0).into()),
..Default::default()
})
.insert(TeleportTarget)
.insert(Name::new("Child"))
.with_children(|commands| {
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.2 })),
transform: Transform::from_xyz(0.0, 0.4, 0.0),
material: materials.add(Color::rgb(1.0, 1.0, 1.0).into()),
..Default::default()
})
.insert(Name::new("Child"));
});
});
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere {
subdivisions: 20,
radius: 0.5,
})),
transform: Transform::from_xyz(1.5, 1.5, 1.5),
material: materials.add(Color::RED.into()),
..Default::default()
})
.insert(RotateTarget)
.insert(Name::new("Sphere"));
commands
.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(10.3, 8.0, -2.3),
point_light: PointLight {
range: 20.0,
intensity: 1237.0,
..Default::default()
},
..Default::default()
})
.insert(Name::new("Light"));
commands
.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(-6.2, 8.0, 4.3),
point_light: PointLight {
range: 20.0,
intensity: 245.0,
..Default::default()
},
..Default::default()
})
.insert(Name::new("Second Light"));
}
#[derive(Component)]
struct RotateTarget;
#[derive(Component)]
struct TeleportTarget;
struct TeleportState {
timer: Timer,
count: u32,
}
impl Default for TeleportState {
fn default() -> Self {
Self {
timer: Timer::from_seconds(1.0, true),
count: 0,
}
}
}
/// simple movement in the scene
#[allow(clippy::type_complexity)]
fn movement(
time: Res<Time>,
mut state: Local<TeleportState>,
mut qs: ParamSet<(
Query<&mut Transform, With<RotateTarget>>,
Query<&mut Transform, With<TeleportTarget>>,
)>,
) {
for mut transform in qs.p0().iter_mut() {
// rotate around vertical axis through origin
transform.translation =
Quat::from_axis_angle(Vec3::Y, time.delta_seconds()) * transform.translation;
}
if state.timer.tick(time.delta()).just_finished() {
for mut transform in qs.p1().iter_mut() {
// jump to new position to the left or right
transform.translation += match state.count % 4 {
0 | 3 => -Vec3::X,
_ => Vec3::X,
};
}
state.count += 1;
}
}