Files
storyteller-bevy/studio/src/test_scene.rs
T
2023-10-16 20:18:45 -04:00

100 lines
2.5 KiB
Rust

use bevy::{
pbr::NotShadowCaster,
prelude::*,
reflect::{TypePath, TypeUuid},
render::render_resource::{AsBindGroup, ShaderRef},
};
use crate::{
interaction::Selected,
orbit_cam::{CameraMotionSystem, OrbitCam},
};
pub struct TestScenePlugin;
impl Plugin for TestScenePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(ClearColor(Color::hsl(0.0, 0.0, 0.25)))
.add_plugins(MaterialPlugin::<ProceduralGridMaterial>::default())
.add_systems(Startup, spawn_scene)
.add_systems(PostUpdate, move_plane_with_camera.after(CameraMotionSystem));
}
}
#[derive(Component)]
struct WorldGridPlane;
fn spawn_scene(
mut cmd: Commands,
assets: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut mat_proc_grid: ResMut<Assets<ProceduralGridMaterial>>,
) {
// Skeletal mesh
cmd.spawn((
SceneBundle {
scene: assets.load("gltf/base_human_male.gltf#Scene0"),
..default()
},
Selected,
));
// Plane
let plane = meshes.add(Mesh::from(shape::Plane {
size: 200.0,
subdivisions: 0,
}));
let proc_grid = mat_proc_grid.add(ProceduralGridMaterial {});
cmd.spawn((
SpatialBundle::from_transform(Transform::IDENTITY),
WorldGridPlane,
))
.with_children(|parent| {
parent.spawn((
MaterialMeshBundle {
mesh: plane.clone(),
material: proc_grid.clone(),
transform: Transform::IDENTITY,
..default()
},
NotShadowCaster,
));
parent.spawn((
MaterialMeshBundle {
mesh: plane,
material: proc_grid,
transform: Transform::IDENTITY.looking_to(Vec3::Z, Vec3::NEG_Y),
..default()
},
NotShadowCaster,
));
});
}
fn move_plane_with_camera(
mut plane: Query<(&WorldGridPlane, &mut Transform)>,
camera: Query<&OrbitCam, Changed<OrbitCam>>,
) {
if let Ok(&OrbitCam { focus, .. }) = camera.get_single() {
let (_, mut xform) = plane.single_mut();
xform.translation.x = focus.x;
xform.translation.z = focus.z;
}
}
#[derive(AsBindGroup, Clone, TypePath, TypeUuid)]
#[uuid = "CE331A13-F247-4F5B-A75E-670B2BD5776A"]
struct ProceduralGridMaterial {}
impl Material for ProceduralGridMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/procedural_grid.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
AlphaMode::Blend
}
}