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z_sort_debug.rs
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z_sort_debug.rs
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use bevy::{
prelude::*,
render::{
camera::{Camera, VisibleEntities},
mesh::shape,
},
};
/// This example visualizes camera z-ordering by setting the material of rotating cubes to their distance from the camera
fn main() {
App::build()
.add_default_plugins()
.add_startup_system(setup.system())
.add_system(rotator_system.system())
.add_system(camera_order_color_system.system())
.run();
}
struct Rotator;
/// rotates the parent, which will result in the child also rotating
fn rotator_system(time: Res<Time>, mut query: Query<(&Rotator, &mut Rotation)>) {
for (_rotator, mut rotation) in &mut query.iter() {
rotation.0 *= Quat::from_rotation_x(3.0 * time.delta_seconds);
}
}
fn camera_order_color_system(
mut materials: ResMut<Assets<StandardMaterial>>,
mut camera_query: Query<(&Camera, &VisibleEntities)>,
material_query: Query<&Handle<StandardMaterial>>,
) {
for (_camera, visible_entities) in &mut camera_query.iter() {
for visible_entity in visible_entities.iter() {
if let Ok(material_handle) =
material_query.get::<Handle<StandardMaterial>>(visible_entity.entity)
{
let material = materials.get_mut(&material_handle).unwrap();
let value = 1.0 - (visible_entity.order.0 - 10.0) / 7.0;
material.albedo = Color::rgb(value, value, value);
}
}
}
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
commands
// parent cube
.spawn(PbrComponents {
mesh: cube_handle,
material: materials.add(StandardMaterial {
shaded: false,
..Default::default()
}),
translation: Translation::new(0.0, 0.0, 1.0),
..Default::default()
})
.with(Rotator)
.with_children(|parent| {
// child cubes
parent
.spawn(PbrComponents {
mesh: cube_handle,
material: materials.add(StandardMaterial {
shaded: false,
..Default::default()
}),
translation: Translation::new(0.0, 3.0, 0.0),
..Default::default()
})
.spawn(PbrComponents {
mesh: cube_handle,
material: materials.add(StandardMaterial {
shaded: false,
..Default::default()
}),
translation: Translation::new(0.0, -3.0, 0.0),
..Default::default()
});
})
// camera
.spawn(Camera3dComponents {
transform: Transform::new_sync_disabled(Mat4::face_toward(
Vec3::new(5.0, 10.0, 10.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 1.0, 0.0),
)),
..Default::default()
});
}