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vertex_colors.rs
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/
vertex_colors.rs
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//! Illustrates the use of vertex colors.
use bevy::{prelude::*, render::mesh::VertexAttributeValues};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
// cube
// Assign vertex colors based on vertex positions
let mut colorful_cube = Mesh::from(shape::Cube { size: 1.0 });
if let Some(VertexAttributeValues::Float32x3(positions)) =
colorful_cube.attribute(Mesh::ATTRIBUTE_POSITION)
{
let colors: Vec<[f32; 4]> = positions
.iter()
.map(|[r, g, b]| [(1. - *r) / 2., (1. - *g) / 2., (1. - *b) / 2., 1.])
.collect();
colorful_cube.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors);
}
commands.spawn(PbrBundle {
mesh: meshes.add(colorful_cube),
// This is the default color, but note that vertex colors are
// multiplied by the base color, so you'll likely want this to be
// white if using vertex colors.
material: materials.add(Color::rgb(1., 1., 1.).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}