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use bevy::{math::ops, prelude::*}; |
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fn main() { |
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App::new() |
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.add_plugins(DefaultPlugins) |
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.add_systems(Startup, setup) |
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.add_systems(Update, fade_transparency) |
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.run(); |
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} |
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fn setup( |
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mut commands: Commands, |
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mut meshes: ResMut<Assets<Mesh>>, |
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mut materials: ResMut<Assets<StandardMaterial>>, |
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) { |
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commands.spawn(( |
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Mesh3d(meshes.add(Plane3d::default().mesh().size(6.0, 6.0))), |
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))), |
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)); |
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commands.spawn(( |
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Mesh3d(meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap())), |
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MeshMaterial3d(materials.add(StandardMaterial { |
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base_color: Color::srgba(0.2, 0.7, 0.1, 0.0), |
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alpha_mode: AlphaMode::Mask(0.5), |
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..default() |
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})), |
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Transform::from_xyz(1.0, 0.5, -1.5), |
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)); |
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commands.spawn(( |
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Mesh3d(meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap())), |
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MeshMaterial3d(materials.add(StandardMaterial { |
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base_color: Color::srgba(0.2, 0.7, 0.1, 0.0), |
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alpha_mode: AlphaMode::Mask(0.1), |
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unlit: true, |
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..default() |
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})), |
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Transform::from_xyz(-1.0, 0.5, -1.5), |
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)); |
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commands.spawn(( |
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Mesh3d(meshes.add(Cuboid::default())), |
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MeshMaterial3d(materials.add(Color::srgba(0.5, 0.5, 1.0, 0.0))), |
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Transform::from_xyz(0.0, 0.5, 0.0), |
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)); |
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commands.spawn(( |
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Mesh3d(meshes.add(Cuboid::default())), |
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MeshMaterial3d(materials.add(StandardMaterial { |
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base_color: Color::srgba(0.5, 1.0, 0.5, 0.0), |
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alpha_mode: AlphaMode::AlphaToCoverage, |
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..default() |
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})), |
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Transform::from_xyz(-1.5, 0.5, 0.0), |
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)); |
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commands.spawn(( |
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Mesh3d(meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap())), |
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MeshMaterial3d(materials.add(Color::srgb(0.7, 0.2, 0.1))), |
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Transform::from_xyz(0.0, 0.5, -1.5), |
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)); |
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commands.spawn(( |
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PointLight { |
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shadow_maps_enabled: true, |
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..default() |
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}, |
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Transform::from_xyz(4.0, 8.0, 4.0), |
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)); |
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y), |
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)); |
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} |
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pub fn fade_transparency(time: Res<Time>, mut materials: ResMut<Assets<StandardMaterial>>) { |
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let alpha = (ops::sin(time.elapsed_secs()) / 2.0) + 0.5; |
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for (_, material) in materials.iter_mut() { |
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material.base_color.set_alpha(alpha); |
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} |
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} |