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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_systems(Startup, 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((
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
// cube
// Assign vertex colors based on vertex positions
let mut colorful_cube = Mesh::from(Cuboid::default());
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((
Mesh3d(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.
MeshMaterial3d(materials.add(Color::srgb(1., 1., 1.))),
Transform::from_xyz(0.0, 0.5, 0.0),
));
// Light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 5.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}