pub enum Color {
Srgba(Srgba),
LinearRgba(LinearRgba),
Hsla(Hsla),
Hsva(Hsva),
Hwba(Hwba),
Laba(Laba),
Lcha(Lcha),
Oklaba(Oklaba),
Oklcha(Oklcha),
Xyza(Xyza),
}
Expand description
An enumerated type that can represent any of the color types in this crate.
This is useful when you need to store a color in a data structure that can’t be generic over the color type.
§Conversion
Conversion between the various color spaces is achieved using Rust’s native From trait. Because certain color spaces are defined by their transformation to and from another space, these From implementations reflect that set of definitions.
let color = Srgba::rgb(0.5, 0.5, 0.5);
// Using From explicitly
let linear_color = LinearRgba::from(color);
// Using Into
let linear_color: LinearRgba = color.into();
For example, the sRGB space is defined by its relationship with Linear RGB, and HWB by its with sRGB. As such, it is the responsibility of sRGB to provide From implementations for Linear RGB, and HWB for sRGB. To then provide conversion between Linear RGB and HWB directly, HWB is responsible for implementing these conversions, delegating to sRGB as an intermediatory. This ensures that all conversions take the shortest path between any two spaces, and limit the proliferation of domain specific knowledge for each color space to their respective definitions.
Variants§
Srgba(Srgba)
A color in the sRGB color space with alpha.
LinearRgba(LinearRgba)
A color in the linear sRGB color space with alpha.
Hsla(Hsla)
A color in the HSL color space with alpha.
Hsva(Hsva)
A color in the HSV color space with alpha.
Hwba(Hwba)
A color in the HWB color space with alpha.
Laba(Laba)
A color in the LAB color space with alpha.
Lcha(Lcha)
A color in the LCH color space with alpha.
Oklaba(Oklaba)
A color in the Oklab color space with alpha.
Oklcha(Oklcha)
A color in the Oklch color space with alpha.
Xyza(Xyza)
A color in the XYZ color space with alpha.
Implementations§
§impl Color
impl Color
pub fn linear(&self) -> LinearRgba
pub fn linear(&self) -> LinearRgba
Return the color as a linear RGBA color.
pub const fn rgba(red: f32, green: f32, blue: f32, alpha: f32) -> Color
👎Deprecated: Use Color::srgba
instead
pub const fn rgba(red: f32, green: f32, blue: f32, alpha: f32) -> Color
Color::srgba
insteadpub const fn srgba(red: f32, green: f32, blue: f32, alpha: f32) -> Color
pub const fn srgba(red: f32, green: f32, blue: f32, alpha: f32) -> Color
Examples found in repository?
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fn spawn_coated_glass_bubble_sphere(
commands: &mut Commands,
materials: &mut Assets<StandardMaterial>,
sphere: &Handle<Mesh>,
) {
commands
.spawn(PbrBundle {
mesh: sphere.clone(),
material: materials.add(StandardMaterial {
clearcoat: 1.0,
clearcoat_perceptual_roughness: 0.1,
metallic: 0.5,
perceptual_roughness: 0.1,
base_color: Color::srgba(0.9, 0.9, 0.9, 0.3),
alpha_mode: AlphaMode::Blend,
..default()
}),
transform: Transform::from_xyz(-1.0, -1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
..default()
})
.insert(ExampleSphere);
}
More examples
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let sprite_handle = asset_server.load("branding/icon.png");
commands.spawn(SpriteBundle {
texture: sprite_handle.clone(),
..default()
});
commands.spawn(SpriteBundle {
sprite: Sprite {
// Alpha channel of the color controls transparency.
color: Color::srgba(0.0, 0.0, 1.0, 0.7),
..default()
},
texture: sprite_handle.clone(),
transform: Transform::from_xyz(100.0, 0.0, 0.0),
..default()
});
commands.spawn(SpriteBundle {
sprite: Sprite {
color: Color::srgba(0.0, 1.0, 0.0, 0.3),
..default()
},
texture: sprite_handle,
transform: Transform::from_xyz(200.0, 0.0, 0.0),
..default()
});
}
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fn setup_camera_fog(mut commands: Commands) {
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(-1.0, 0.1, 1.0)
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
..default()
},
FogSettings {
color: Color::srgba(0.35, 0.48, 0.66, 1.0),
directional_light_color: Color::srgba(1.0, 0.95, 0.85, 0.5),
directional_light_exponent: 30.0,
falloff: FogFalloff::from_visibility_colors(
15.0, // distance in world units up to which objects retain visibility (>= 5% contrast)
Color::srgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
Color::srgb(0.8, 0.844, 1.0), // atmospheric inscattering color (light gained due to scattering from the sun)
),
},
));
}
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fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// load a texture and retrieve its aspect ratio
let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
let aspect = 0.25;
// create a new quad mesh. this is what we will apply the texture to
let quad_width = 8.0;
let quad_handle = meshes.add(Rectangle::new(quad_width, quad_width * aspect));
// this material renders the texture normally
let material_handle = materials.add(StandardMaterial {
base_color_texture: Some(texture_handle.clone()),
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
});
// this material modulates the texture to make it red (and slightly transparent)
let red_material_handle = materials.add(StandardMaterial {
base_color: Color::srgba(1.0, 0.0, 0.0, 0.5),
base_color_texture: Some(texture_handle.clone()),
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
});
// and lets make this one blue! (and also slightly transparent)
let blue_material_handle = materials.add(StandardMaterial {
base_color: Color::srgba(0.0, 0.0, 1.0, 0.5),
base_color_texture: Some(texture_handle),
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
});
// textured quad - normal
commands.spawn(PbrBundle {
mesh: quad_handle.clone(),
material: material_handle,
transform: Transform::from_xyz(0.0, 0.0, 1.5)
.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
..default()
});
// textured quad - modulated
commands.spawn(PbrBundle {
mesh: quad_handle.clone(),
material: red_material_handle,
transform: Transform::from_rotation(Quat::from_rotation_x(-PI / 5.0)),
..default()
});
// textured quad - modulated
commands.spawn(PbrBundle {
mesh: quad_handle,
material: blue_material_handle,
transform: Transform::from_xyz(0.0, 0.0, -1.5)
.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let font_handle = asset_server.load("fonts/FiraSans-Bold.ttf");
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceAround,
..default()
},
..default()
})
.with_children(|parent| {
parent
.spawn(ButtonBundle {
style: Style {
width: Val::Px(150.0),
height: Val::Px(65.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
image: UiImage::default().with_color(Color::srgb(0.1, 0.5, 0.1)),
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Button 1",
TextStyle {
font: font_handle.clone(),
font_size: 40.0,
// Alpha channel of the color controls transparency.
color: Color::srgba(1.0, 1.0, 1.0, 0.2),
},
));
});
// Button with a different color,
// to demonstrate the text looks different due to its transparency.
parent
.spawn(ButtonBundle {
style: Style {
width: Val::Px(150.0),
height: Val::Px(65.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
image: UiImage::default().with_color(Color::srgb(0.5, 0.1, 0.5)),
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Button 2",
TextStyle {
font: font_handle.clone(),
font_size: 40.0,
// Alpha channel of the color controls transparency.
color: Color::srgba(1.0, 1.0, 1.0, 0.2),
},
));
});
});
}
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fn build_ui(
mut commands: Commands,
asset_server: Res<AssetServer>,
schedules: Res<Schedules>,
mut stepping: ResMut<Stepping>,
mut state: ResMut<State>,
) {
let mut text_sections = Vec::new();
let mut always_run = Vec::new();
let Ok(schedule_order) = stepping.schedules() else {
return;
};
// go through the stepping schedules and construct a list of systems for
// each label
for label in schedule_order {
let schedule = schedules.get(*label).unwrap();
text_sections.push(TextSection::new(
format!("{:?}\n", label),
TextStyle {
font: asset_server.load(FONT_BOLD),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
// grab the list of systems in the schedule, in the order the
// single-threaded executor would run them.
let Ok(systems) = schedule.systems() else {
return;
};
for (node_id, system) in systems {
// skip bevy default systems; we don't want to step those
if system.name().starts_with("bevy") {
always_run.push((*label, node_id));
continue;
}
// Add an entry to our systems list so we can find where to draw
// the cursor when the stepping cursor is at this system
state.systems.push((*label, node_id, text_sections.len()));
// Add a text section for displaying the cursor for this system
text_sections.push(TextSection::new(
" ",
TextStyle {
font: asset_server.load(FONT_MEDIUM),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
// add the name of the system to the ui
text_sections.push(TextSection::new(
format!("{}\n", system.name()),
TextStyle {
font: asset_server.load(FONT_MEDIUM),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
}
}
for (label, node) in always_run.drain(..) {
stepping.always_run_node(label, node);
}
commands.spawn((
SteppingUi,
TextBundle {
text: Text::from_sections(text_sections),
style: Style {
position_type: PositionType::Absolute,
top: state.ui_top,
left: state.ui_left,
padding: UiRect::all(Val::Px(10.0)),
..default()
},
background_color: BackgroundColor(Color::srgba(1.0, 1.0, 1.0, 0.33)),
visibility: Visibility::Hidden,
..default()
},
));
}
pub const fn srgb(red: f32, green: f32, blue: f32) -> Color
pub const fn srgb(red: f32, green: f32, blue: f32) -> Color
Examples found in repository?
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const TEXT_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
// Enum that will be used as a global state for the game
#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
enum GameState {
#[default]
Splash,
Menu,
Game,
}
// One of the two settings that can be set through the menu. It will be a resource in the app
#[derive(Resource, Debug, Component, PartialEq, Eq, Clone, Copy)]
enum DisplayQuality {
Low,
Medium,
High,
}
// One of the two settings that can be set through the menu. It will be a resource in the app
#[derive(Resource, Debug, Component, PartialEq, Eq, Clone, Copy)]
struct Volume(u32);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Insert as resource the initial value for the settings resources
.insert_resource(DisplayQuality::Medium)
.insert_resource(Volume(7))
// Declare the game state, whose starting value is determined by the `Default` trait
.init_state::<GameState>()
.add_systems(Startup, setup)
// Adds the plugins for each state
.add_plugins((splash::splash_plugin, menu::menu_plugin, game::game_plugin))
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
}
mod splash {
use bevy::prelude::*;
use super::{despawn_screen, GameState};
// This plugin will display a splash screen with Bevy logo for 1 second before switching to the menu
pub fn splash_plugin(app: &mut App) {
// As this plugin is managing the splash screen, it will focus on the state `GameState::Splash`
app
// When entering the state, spawn everything needed for this screen
.add_systems(OnEnter(GameState::Splash), splash_setup)
// While in this state, run the `countdown` system
.add_systems(Update, countdown.run_if(in_state(GameState::Splash)))
// When exiting the state, despawn everything that was spawned for this screen
.add_systems(OnExit(GameState::Splash), despawn_screen::<OnSplashScreen>);
}
// Tag component used to tag entities added on the splash screen
#[derive(Component)]
struct OnSplashScreen;
// Newtype to use a `Timer` for this screen as a resource
#[derive(Resource, Deref, DerefMut)]
struct SplashTimer(Timer);
fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let icon = asset_server.load("branding/icon.png");
// Display the logo
commands
.spawn((
NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
..default()
},
OnSplashScreen,
))
.with_children(|parent| {
parent.spawn(ImageBundle {
style: Style {
// This will set the logo to be 200px wide, and auto adjust its height
width: Val::Px(200.0),
..default()
},
image: UiImage::new(icon),
..default()
});
});
// Insert the timer as a resource
commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, TimerMode::Once)));
}
// Tick the timer, and change state when finished
fn countdown(
mut game_state: ResMut<NextState<GameState>>,
time: Res<Time>,
mut timer: ResMut<SplashTimer>,
) {
if timer.tick(time.delta()).finished() {
game_state.set(GameState::Menu);
}
}
}
mod game {
use bevy::{
color::palettes::basic::{BLUE, LIME},
prelude::*,
};
use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
// This plugin will contain the game. In this case, it's just be a screen that will
// display the current settings for 5 seconds before returning to the menu
pub fn game_plugin(app: &mut App) {
app.add_systems(OnEnter(GameState::Game), game_setup)
.add_systems(Update, game.run_if(in_state(GameState::Game)))
.add_systems(OnExit(GameState::Game), despawn_screen::<OnGameScreen>);
}
// Tag component used to tag entities added on the game screen
#[derive(Component)]
struct OnGameScreen;
#[derive(Resource, Deref, DerefMut)]
struct GameTimer(Timer);
fn game_setup(
mut commands: Commands,
display_quality: Res<DisplayQuality>,
volume: Res<Volume>,
) {
commands
.spawn((
NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
// center children
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
},
OnGameScreen,
))
.with_children(|parent| {
// First create a `NodeBundle` for centering what we want to display
parent
.spawn(NodeBundle {
style: Style {
// This will display its children in a column, from top to bottom
flex_direction: FlexDirection::Column,
// `align_items` will align children on the cross axis. Here the main axis is
// vertical (column), so the cross axis is horizontal. This will center the
// children
align_items: AlignItems::Center,
..default()
},
background_color: Color::BLACK.into(),
..default()
})
.with_children(|parent| {
// Display two lines of text, the second one with the current settings
parent.spawn(
TextBundle::from_section(
"Will be back to the menu shortly...",
TextStyle {
font_size: 80.0,
color: TEXT_COLOR,
..default()
},
)
.with_style(Style {
margin: UiRect::all(Val::Px(50.0)),
..default()
}),
);
parent.spawn(
TextBundle::from_sections([
TextSection::new(
format!("quality: {:?}", *display_quality),
TextStyle {
font_size: 60.0,
color: BLUE.into(),
..default()
},
),
TextSection::new(
" - ",
TextStyle {
font_size: 60.0,
color: TEXT_COLOR,
..default()
},
),
TextSection::new(
format!("volume: {:?}", *volume),
TextStyle {
font_size: 60.0,
color: LIME.into(),
..default()
},
),
])
.with_style(Style {
margin: UiRect::all(Val::Px(50.0)),
..default()
}),
);
});
});
// Spawn a 5 seconds timer to trigger going back to the menu
commands.insert_resource(GameTimer(Timer::from_seconds(5.0, TimerMode::Once)));
}
// Tick the timer, and change state when finished
fn game(
time: Res<Time>,
mut game_state: ResMut<NextState<GameState>>,
mut timer: ResMut<GameTimer>,
) {
if timer.tick(time.delta()).finished() {
game_state.set(GameState::Menu);
}
}
}
mod menu {
use bevy::{app::AppExit, color::palettes::css::CRIMSON, prelude::*};
use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
// This plugin manages the menu, with 5 different screens:
// - a main menu with "New Game", "Settings", "Quit"
// - a settings menu with two submenus and a back button
// - two settings screen with a setting that can be set and a back button
pub fn menu_plugin(app: &mut App) {
app
// At start, the menu is not enabled. This will be changed in `menu_setup` when
// entering the `GameState::Menu` state.
// Current screen in the menu is handled by an independent state from `GameState`
.init_state::<MenuState>()
.add_systems(OnEnter(GameState::Menu), menu_setup)
// Systems to handle the main menu screen
.add_systems(OnEnter(MenuState::Main), main_menu_setup)
.add_systems(OnExit(MenuState::Main), despawn_screen::<OnMainMenuScreen>)
// Systems to handle the settings menu screen
.add_systems(OnEnter(MenuState::Settings), settings_menu_setup)
.add_systems(
OnExit(MenuState::Settings),
despawn_screen::<OnSettingsMenuScreen>,
)
// Systems to handle the display settings screen
.add_systems(
OnEnter(MenuState::SettingsDisplay),
display_settings_menu_setup,
)
.add_systems(
Update,
(setting_button::<DisplayQuality>.run_if(in_state(MenuState::SettingsDisplay)),),
)
.add_systems(
OnExit(MenuState::SettingsDisplay),
despawn_screen::<OnDisplaySettingsMenuScreen>,
)
// Systems to handle the sound settings screen
.add_systems(OnEnter(MenuState::SettingsSound), sound_settings_menu_setup)
.add_systems(
Update,
setting_button::<Volume>.run_if(in_state(MenuState::SettingsSound)),
)
.add_systems(
OnExit(MenuState::SettingsSound),
despawn_screen::<OnSoundSettingsMenuScreen>,
)
// Common systems to all screens that handles buttons behavior
.add_systems(
Update,
(menu_action, button_system).run_if(in_state(GameState::Menu)),
);
}
// State used for the current menu screen
#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
enum MenuState {
Main,
Settings,
SettingsDisplay,
SettingsSound,
#[default]
Disabled,
}
// Tag component used to tag entities added on the main menu screen
#[derive(Component)]
struct OnMainMenuScreen;
// Tag component used to tag entities added on the settings menu screen
#[derive(Component)]
struct OnSettingsMenuScreen;
// Tag component used to tag entities added on the display settings menu screen
#[derive(Component)]
struct OnDisplaySettingsMenuScreen;
// Tag component used to tag entities added on the sound settings menu screen
#[derive(Component)]
struct OnSoundSettingsMenuScreen;
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const HOVERED_PRESSED_BUTTON: Color = Color::srgb(0.25, 0.65, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
More examples
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const HIDDEN_COLOR: Color = Color::srgb(1.0, 0.7, 0.7);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.add_systems(
Update,
(
buttons_handler::<Display>,
buttons_handler::<Visibility>,
text_hover,
),
)
.run();
}
#[derive(Component)]
struct Target<T> {
id: Entity,
phantom: std::marker::PhantomData<T>,
}
impl<T> Target<T> {
fn new(id: Entity) -> Self {
Self {
id,
phantom: std::marker::PhantomData,
}
}
}
trait TargetUpdate {
type TargetComponent: Component;
const NAME: &'static str;
fn update_target(&self, target: &mut Self::TargetComponent) -> String;
}
impl TargetUpdate for Target<Display> {
type TargetComponent = Style;
const NAME: &'static str = "Display";
fn update_target(&self, style: &mut Self::TargetComponent) -> String {
style.display = match style.display {
Display::Flex => Display::None,
Display::None => Display::Flex,
Display::Block | Display::Grid => unreachable!(),
};
format!("{}::{:?} ", Self::NAME, style.display)
}
}
impl TargetUpdate for Target<Visibility> {
type TargetComponent = Visibility;
const NAME: &'static str = "Visibility";
fn update_target(&self, visibility: &mut Self::TargetComponent) -> String {
*visibility = match *visibility {
Visibility::Inherited => Visibility::Visible,
Visibility::Visible => Visibility::Hidden,
Visibility::Hidden => Visibility::Inherited,
};
format!("{}::{visibility:?}", Self::NAME)
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let palette: [Color; 4] = PALETTE.map(|hex| Srgba::hex(hex).unwrap().into());
let text_style = TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 24.0,
..default()
};
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.),
height: Val::Percent(100.),
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceEvenly,
..Default::default()
},
background_color: BackgroundColor(Color::BLACK),
..Default::default()
}).with_children(|parent| {
parent.spawn(TextBundle {
text: Text::from_section(
"Use the panel on the right to change the Display and Visibility properties for the respective nodes of the panel on the left",
text_style.clone(),
).with_justify(JustifyText::Center),
style: Style {
margin: UiRect::bottom(Val::Px(10.)),
..Default::default()
},
..Default::default()
});
parent
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|parent| {
let mut target_ids = vec![];
parent.spawn(NodeBundle {
style: Style {
width: Val::Percent(50.),
height: Val::Px(520.),
justify_content: JustifyContent::Center,
..Default::default()
},
..Default::default()
}).with_children(|parent| {
target_ids = spawn_left_panel(parent, &palette);
});
parent.spawn(NodeBundle {
style: Style {
width: Val::Percent(50.),
justify_content: JustifyContent::Center,
..Default::default()
},
..Default::default()
}).with_children(|parent| {
spawn_right_panel(parent, text_style, &palette, target_ids);
});
});
parent.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Start,
justify_content: JustifyContent::Start,
column_gap: Val::Px(10.),
..Default::default()
},
..default() })
.with_children(|builder| {
let text_style = TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 20.0,
..default()
};
builder.spawn(TextBundle {
text: Text::from_section(
"Display::None\nVisibility::Hidden\nVisibility::Inherited",
TextStyle { color: HIDDEN_COLOR, ..text_style.clone() }
).with_justify(JustifyText::Center),
..Default::default()
});
builder.spawn(TextBundle {
text: Text::from_section(
"-\n-\n-",
TextStyle { color: DARK_GRAY.into(), ..text_style.clone() }
).with_justify(JustifyText::Center),
..Default::default()
});
builder.spawn(TextBundle::from_section(
"The UI Node and its descendants will not be visible and will not be allotted any space in the UI layout.\nThe UI Node will not be visible but will still occupy space in the UI layout.\nThe UI node will inherit the visibility property of its parent. If it has no parent it will be visible.",
text_style
));
});
});
}
fn spawn_left_panel(builder: &mut ChildBuilder, palette: &[Color; 4]) -> Vec<Entity> {
let mut target_ids = vec![];
builder
.spawn(NodeBundle {
style: Style {
padding: UiRect::all(Val::Px(10.)),
..Default::default()
},
background_color: BackgroundColor(Color::WHITE),
..Default::default()
})
.with_children(|parent| {
parent
.spawn(NodeBundle {
background_color: BackgroundColor(Color::BLACK),
..Default::default()
})
.with_children(|parent| {
let id = parent
.spawn(NodeBundle {
style: Style {
align_items: AlignItems::FlexEnd,
justify_content: JustifyContent::FlexEnd,
..Default::default()
},
background_color: BackgroundColor(palette[0]),
..Default::default()
})
.with_children(|parent| {
parent.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(500.),
..Default::default()
},
..Default::default()
});
let id = parent
.spawn(NodeBundle {
style: Style {
height: Val::Px(400.),
align_items: AlignItems::FlexEnd,
justify_content: JustifyContent::FlexEnd,
..Default::default()
},
background_color: BackgroundColor(palette[1]),
..Default::default()
})
.with_children(|parent| {
parent.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(400.),
..Default::default()
},
..Default::default()
});
let id = parent
.spawn(NodeBundle {
style: Style {
height: Val::Px(300.),
align_items: AlignItems::FlexEnd,
justify_content: JustifyContent::FlexEnd,
..Default::default()
},
background_color: BackgroundColor(palette[2]),
..Default::default()
})
.with_children(|parent| {
parent.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(300.),
..Default::default()
},
..Default::default()
});
let id = parent
.spawn(NodeBundle {
style: Style {
width: Val::Px(200.),
height: Val::Px(200.),
..Default::default()
},
background_color: BackgroundColor(palette[3]),
..Default::default()
})
.id();
target_ids.push(id);
})
.id();
target_ids.push(id);
})
.id();
target_ids.push(id);
})
.id();
target_ids.push(id);
});
});
target_ids
}
fn spawn_right_panel(
parent: &mut ChildBuilder,
text_style: TextStyle,
palette: &[Color; 4],
mut target_ids: Vec<Entity>,
) {
let spawn_buttons = |parent: &mut ChildBuilder, target_id| {
spawn_button::<Display>(parent, text_style.clone(), target_id);
spawn_button::<Visibility>(parent, text_style.clone(), target_id);
};
parent
.spawn(NodeBundle {
style: Style {
padding: UiRect::all(Val::Px(10.)),
..Default::default()
},
background_color: BackgroundColor(Color::WHITE),
..Default::default()
})
.with_children(|parent| {
parent
.spawn(NodeBundle {
style: Style {
width: Val::Px(500.),
height: Val::Px(500.),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexEnd,
justify_content: JustifyContent::SpaceBetween,
padding: UiRect {
left: Val::Px(5.),
top: Val::Px(5.),
..Default::default()
},
..Default::default()
},
background_color: BackgroundColor(palette[0]),
..Default::default()
})
.with_children(|parent| {
spawn_buttons(parent, target_ids.pop().unwrap());
parent
.spawn(NodeBundle {
style: Style {
width: Val::Px(400.),
height: Val::Px(400.),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexEnd,
justify_content: JustifyContent::SpaceBetween,
padding: UiRect {
left: Val::Px(5.),
top: Val::Px(5.),
..Default::default()
},
..Default::default()
},
background_color: BackgroundColor(palette[1]),
..Default::default()
})
.with_children(|parent| {
spawn_buttons(parent, target_ids.pop().unwrap());
parent
.spawn(NodeBundle {
style: Style {
width: Val::Px(300.),
height: Val::Px(300.),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexEnd,
justify_content: JustifyContent::SpaceBetween,
padding: UiRect {
left: Val::Px(5.),
top: Val::Px(5.),
..Default::default()
},
..Default::default()
},
background_color: BackgroundColor(palette[2]),
..Default::default()
})
.with_children(|parent| {
spawn_buttons(parent, target_ids.pop().unwrap());
parent
.spawn(NodeBundle {
style: Style {
width: Val::Px(200.),
height: Val::Px(200.),
align_items: AlignItems::FlexStart,
justify_content: JustifyContent::SpaceBetween,
flex_direction: FlexDirection::Column,
padding: UiRect {
left: Val::Px(5.),
top: Val::Px(5.),
..Default::default()
},
..Default::default()
},
background_color: BackgroundColor(palette[3]),
..Default::default()
})
.with_children(|parent| {
spawn_buttons(parent, target_ids.pop().unwrap());
parent.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
..Default::default()
});
});
});
});
});
});
}
fn spawn_button<T>(parent: &mut ChildBuilder, text_style: TextStyle, target: Entity)
where
T: Default + std::fmt::Debug + Send + Sync + 'static,
Target<T>: TargetUpdate,
{
parent
.spawn((
ButtonBundle {
style: Style {
align_self: AlignSelf::FlexStart,
padding: UiRect::axes(Val::Px(5.), Val::Px(1.)),
..Default::default()
},
image: UiImage::default().with_color(Color::BLACK.with_alpha(0.5)),
..Default::default()
},
Target::<T>::new(target),
))
.with_children(|builder| {
builder.spawn(
TextBundle::from_section(
format!("{}::{:?}", Target::<T>::NAME, T::default()),
text_style,
)
.with_text_justify(JustifyText::Center),
);
});
}
fn buttons_handler<T>(
mut left_panel_query: Query<&mut <Target<T> as TargetUpdate>::TargetComponent>,
mut visibility_button_query: Query<(&Target<T>, &Interaction, &Children), Changed<Interaction>>,
mut text_query: Query<&mut Text>,
) where
T: Send + Sync,
Target<T>: TargetUpdate + Component,
{
for (target, interaction, children) in visibility_button_query.iter_mut() {
if matches!(interaction, Interaction::Pressed) {
let mut target_value = left_panel_query.get_mut(target.id).unwrap();
for &child in children {
if let Ok(mut text) = text_query.get_mut(child) {
text.sections[0].value = target.update_target(target_value.as_mut());
text.sections[0].style.color = if text.sections[0].value.contains("None")
|| text.sections[0].value.contains("Hidden")
{
Color::srgb(1.0, 0.7, 0.7)
} else {
Color::WHITE
};
}
}
}
}
}
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
}
fn setup_menu(mut commands: Commands) {
let button_entity = commands
.spawn(NodeBundle {
style: Style {
// center button
width: Val::Percent(100.),
height: Val::Percent(100.),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
..default()
})
.with_children(|parent| {
parent
.spawn(ButtonBundle {
style: Style {
width: Val::Px(150.),
height: Val::Px(65.),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
..default()
},
image: UiImage::default().with_color(NORMAL_BUTTON),
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Play",
TextStyle {
font_size: 40.0,
color: Color::srgb(0.9, 0.9, 0.9),
..default()
},
));
});
})
.id();
commands.insert_resource(MenuData { button_entity });
}
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
fn button_system(
mut interaction_query: Query<
(&Interaction, &mut UiImage, &mut BorderColor, &Children),
(Changed<Interaction>, With<Button>),
>,
mut text_query: Query<&mut Text>,
) {
for (interaction, mut image, mut border_color, children) in &mut interaction_query {
let mut text = text_query.get_mut(children[0]).unwrap();
match *interaction {
Interaction::Pressed => {
text.sections[0].value = "Press".to_string();
image.color = PRESSED_BUTTON;
border_color.0 = RED.into();
}
Interaction::Hovered => {
text.sections[0].value = "Hover".to_string();
image.color = HOVERED_BUTTON;
border_color.0 = Color::WHITE;
}
Interaction::None => {
text.sections[0].value = "Button".to_string();
image.color = NORMAL_BUTTON;
border_color.0 = Color::BLACK;
}
}
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// ui camera
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|parent| {
parent
.spawn(ButtonBundle {
style: Style {
width: Val::Px(150.0),
height: Val::Px(65.0),
border: UiRect::all(Val::Px(5.0)),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
..default()
},
border_color: BorderColor(Color::BLACK),
border_radius: BorderRadius::MAX,
image: UiImage::default().with_color(NORMAL_BUTTON),
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Button",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 40.0,
color: Color::srgb(0.9, 0.9, 0.9),
},
));
});
});
}
- examples/games/desk_toy.rs
- examples/tools/gamepad_viewer.rs
- examples/ui/flex_layout.rs
- examples/ui/size_constraints.rs
- examples/ecs/computed_states.rs
- examples/ecs/sub_states.rs
- examples/window/clear_color.rs
- examples/3d/fog.rs
- examples/async_tasks/async_compute.rs
- examples/ui/text.rs
- examples/ecs/removal_detection.rs
- examples/dev_tools/fps_overlay.rs
- examples/3d/3d_viewport_to_world.rs
- examples/3d/atmospheric_fog.rs
- tests/window/minimising.rs
- tests/window/resizing.rs
- examples/animation/animation_graph.rs
- examples/shader/shader_material_screenspace_texture.rs
- examples/shader/post_processing.rs
- examples/3d/parenting.rs
- examples/3d/two_passes.rs
- examples/stress_tests/many_buttons.rs
- examples/window/screenshot.rs
- examples/ui/overflow_debug.rs
- examples/window/scale_factor_override.rs
- examples/3d/vertex_colors.rs
- examples/3d/orthographic.rs
- examples/ui/relative_cursor_position.rs
- examples/3d/spherical_area_lights.rs
- examples/gizmos/axes.rs
- examples/gizmos/3d_gizmos.rs
- examples/2d/bloom_2d.rs
- examples/window/low_power.rs
- examples/ui/ui_texture_slice.rs
- examples/3d/visibility_range.rs
- examples/animation/animated_fox.rs
- examples/3d/ssao.rs
- examples/ui/transparency_ui.rs
- examples/ui/ui_texture_atlas_slice.rs
- examples/transforms/align.rs
- examples/games/alien_cake_addict.rs
- examples/time/virtual_time.rs
- examples/3d/anti_aliasing.rs
- examples/ecs/iter_combinations.rs
- examples/3d/transparency_3d.rs
- examples/asset/asset_loading.rs
- examples/ui/text_wrap_debug.rs
- examples/3d/render_to_texture.rs
- examples/3d/auto_exposure.rs
- examples/shader/shader_prepass.rs
- examples/stress_tests/many_foxes.rs
- examples/ui/overflow.rs
- examples/animation/custom_skinned_mesh.rs
- examples/2d/text2d.rs
- examples/ui/borders.rs
- examples/3d/split_screen.rs
- examples/ui/rounded_borders.rs
- examples/ui/text_debug.rs
- examples/3d/deferred_rendering.rs
- examples/animation/animated_transform.rs
- examples/3d/blend_modes.rs
- examples/ui/grid.rs
- examples/3d/transmission.rs
- examples/ui/ui.rs
pub fn rgb_from_array(_: [f32; 3]) -> Color
👎Deprecated: Use Color::srgb_from_array
instead
pub fn rgb_from_array(_: [f32; 3]) -> Color
Color::srgb_from_array
insteadpub fn srgb_from_array(array: [f32; 3]) -> Color
pub fn srgb_from_array(array: [f32; 3]) -> Color
pub fn rgba_u8(red: u8, green: u8, blue: u8, alpha: u8) -> Color
👎Deprecated: Use Color::srgba_u8
instead
pub fn rgba_u8(red: u8, green: u8, blue: u8, alpha: u8) -> Color
Color::srgba_u8
insteadpub fn srgba_u8(red: u8, green: u8, blue: u8, alpha: u8) -> Color
pub fn srgba_u8(red: u8, green: u8, blue: u8, alpha: u8) -> Color
Creates a new Color
object storing a Srgba
color from u8
values.
A value of 0 is interpreted as 0.0, and a value of 255 is interpreted as 1.0.
Examples found in repository?
254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
asset_server: Res<AssetServer>,
) {
// Plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
material: materials.add(Color::srgb(0.1, 0.2, 0.1)),
..default()
});
let cube_material = materials.add(StandardMaterial {
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
});
// Cubes
for i in 0..5 {
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(0.25, 0.25, 0.25)),
material: cube_material.clone(),
transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
..default()
});
}
// Flight Helmet
commands.spawn(SceneBundle {
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
..default()
});
// Light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: light_consts::lux::FULL_DAYLIGHT,
shadows_enabled: true,
..default()
},
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI * -0.15,
PI * -0.15,
)),
cascade_shadow_config: CascadeShadowConfigBuilder {
maximum_distance: 3.0,
first_cascade_far_bound: 0.9,
..default()
}
.into(),
..default()
});
// Camera
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: Transform::from_xyz(0.7, 0.7, 1.0)
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
..default()
},
ContrastAdaptiveSharpeningSettings {
enabled: false,
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 150.0,
},
FogSettings {
color: Color::srgba_u8(43, 44, 47, 255),
falloff: FogFalloff::Linear {
start: 1.0,
end: 4.0,
},
..default()
},
));
// example instructions
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font_size: 20.,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
pub fn srgb_u8(red: u8, green: u8, blue: u8) -> Color
pub fn srgb_u8(red: u8, green: u8, blue: u8) -> Color
Creates a new Color
object storing a Srgba
color from u8
values with an alpha of 1.0.
A value of 0 is interpreted as 0.0, and a value of 255 is interpreted as 1.0.
Examples found in repository?
388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414
fn add_camera(commands: &mut Commands, asset_server: &AssetServer, color_grading: ColorGrading) {
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: Transform::from_xyz(0.7, 0.7, 1.0)
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
color_grading,
..default()
},
FogSettings {
color: Color::srgb_u8(43, 44, 47),
falloff: FogFalloff::Linear {
start: 1.0,
end: 8.0,
},
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 2000.0,
},
));
}
More examples
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fn spawn_barriers(
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
commands: &mut Commands,
) {
const N_CONES: usize = 100;
let capsule = meshes.add(Capsule3d::default());
let matl = materials.add(StandardMaterial {
base_color: Color::srgb_u8(255, 87, 51),
reflectance: 1.0,
..default()
});
let mut spawn_with_offset = |offset: f32| {
for i in 0..N_CONES {
let pos = race_track_pos(
offset,
(i as f32) / (N_CONES as f32) * std::f32::consts::PI * 2.0,
);
commands.spawn(PbrBundle {
mesh: capsule.clone(),
material: matl.clone(),
transform: Transform::from_xyz(pos.x, -0.65, pos.y).with_scale(Vec3::splat(0.07)),
..default()
});
}
};
spawn_with_offset(0.04);
spawn_with_offset(-0.04);
}
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fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// circular base
commands.spawn(PbrBundle {
mesh: meshes.add(Circle::new(4.0)),
material: materials.add(Color::WHITE),
transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::srgb_u8(124, 144, 255)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
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fn init_materials(
args: &Args,
textures: &[Handle<Image>],
assets: &mut Assets<ColorMaterial>,
) -> Vec<Handle<ColorMaterial>> {
let capacity = if args.vary_per_instance {
args.per_wave * args.waves
} else {
args.material_texture_count.max(args.waves)
}
.max(1);
let mut materials = Vec::with_capacity(capacity);
materials.push(assets.add(ColorMaterial {
color: Color::WHITE,
texture: textures.first().cloned(),
}));
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut color_rng = ChaCha8Rng::seed_from_u64(42);
let mut texture_rng = ChaCha8Rng::seed_from_u64(42);
materials.extend(
std::iter::repeat_with(|| {
assets.add(ColorMaterial {
color: Color::srgb_u8(color_rng.gen(), color_rng.gen(), color_rng.gen()),
texture: textures.choose(&mut texture_rng).cloned(),
})
})
.take(capacity - materials.len()),
);
materials
}
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fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
camera_transform: Res<CameraTransform>,
) {
// camera
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: camera_transform.0,
..default()
},
FogSettings {
color: Color::srgb_u8(43, 44, 47),
falloff: FogFalloff::Linear {
start: 1.0,
end: 8.0,
},
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 2000.0,
},
));
// ui
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font_size: 18.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// directional 'sun' light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 32000.0,
..default()
},
transform: Transform::from_xyz(0.0, 2.0, 0.0)
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
..default()
});
let skybox_handle = asset_server.load(CUBEMAPS[0].0);
// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
CameraController::default(),
Skybox {
image: skybox_handle.clone(),
brightness: 1000.0,
},
));
// ambient light
// NOTE: The ambient light is used to scale how bright the environment map is so with a bright
// environment map, use an appropriate color and brightness to match
commands.insert_resource(AmbientLight {
color: Color::srgb_u8(210, 220, 240),
brightness: 1.0,
});
commands.insert_resource(Cubemap {
is_loaded: false,
index: 0,
image_handle: skybox_handle,
});
}
pub const fn rbga_linear(red: f32, green: f32, blue: f32, alpha: f32) -> Color
👎Deprecated: Use Color::linear_rgba instead.
pub const fn rbga_linear(red: f32, green: f32, blue: f32, alpha: f32) -> Color
Creates a new Color
object storing a LinearRgba
color.
pub const fn linear_rgba(red: f32, green: f32, blue: f32, alpha: f32) -> Color
pub const fn linear_rgba(red: f32, green: f32, blue: f32, alpha: f32) -> Color
Creates a new Color
object storing a LinearRgba
color.
Examples found in repository?
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fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// ground plane
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
material: materials.add(Color::WHITE),
..default()
},
Movable,
));
// cubes
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
let blue = materials.add(Color::srgb_u8(124, 144, 255));
commands.spawn_batch(
std::iter::repeat_with(move || {
let x = rng.gen_range(-5.0..5.0);
let y = rng.gen_range(0.0..3.0);
let z = rng.gen_range(-5.0..5.0);
(
PbrBundle {
mesh: cube_mesh.clone(),
material: blue.clone(),
transform: Transform::from_xyz(x, y, z),
..default()
},
Movable,
)
})
.take(40),
);
let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18));
let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18));
let red_emissive = materials.add(StandardMaterial {
base_color: RED.into(),
emissive: Color::linear_rgba(100.0, 0.0, 0.0, 0.0),
..default()
});
let maroon_emissive = materials.add(StandardMaterial {
base_color: MAROON.into(),
emissive: Color::linear_rgba(50.0, 0.0, 0.0, 0.0),
..default()
});
for x in 0..4 {
for z in 0..4 {
let x = x as f32 - 2.0;
let z = z as f32 - 2.0;
// red spot_light
commands
.spawn(SpotLightBundle {
transform: Transform::from_xyz(1.0 + x, 2.0, z)
.looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
spot_light: SpotLight {
intensity: 40_000.0, // lumens
color: Color::WHITE,
shadows_enabled: true,
inner_angle: PI / 4.0 * 0.85,
outer_angle: PI / 4.0,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn(PbrBundle {
mesh: sphere_mesh.clone(),
material: red_emissive.clone(),
..default()
});
builder.spawn((
PbrBundle {
transform: Transform::from_translation(Vec3::Z * -0.1),
mesh: sphere_mesh_direction.clone(),
material: maroon_emissive.clone(),
..default()
},
NotShadowCaster,
));
});
}
}
// camera
commands.spawn(Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn(
TextBundle::from_section(
INSTRUCTIONS,
TextStyle {
font_size: 20.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
More examples
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fn setup(
parameters: Res<Parameters>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
// ground plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(10.0, 10.0)),
material: materials.add(StandardMaterial {
base_color: Color::WHITE,
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// left wall
let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
transform.rotate_z(PI / 2.);
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)),
transform,
material: materials.add(StandardMaterial {
base_color: INDIGO.into(),
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// back (right) wall
let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
transform.rotate_x(PI / 2.);
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)),
transform,
material: materials.add(StandardMaterial {
base_color: INDIGO.into(),
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// Bevy logo to demonstrate alpha mask shadows
let mut transform = Transform::from_xyz(-2.2, 0.5, 1.0);
transform.rotate_y(PI / 8.);
commands.spawn((
PbrBundle {
mesh: meshes.add(Rectangle::new(2.0, 0.5)),
transform,
material: materials.add(StandardMaterial {
base_color_texture: Some(asset_server.load("branding/bevy_logo_light.png")),
perceptual_roughness: 1.0,
alpha_mode: AlphaMode::Mask(0.5),
cull_mode: None,
..default()
}),
..default()
},
Movable,
));
// cube
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(StandardMaterial {
base_color: DEEP_PINK.into(),
..default()
}),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
},
Movable,
));
// sphere
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::new(0.5).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: LIMEGREEN.into(),
..default()
}),
transform: Transform::from_xyz(1.5, 1.0, 1.5),
..default()
},
Movable,
));
// ambient light
commands.insert_resource(AmbientLight {
color: ORANGE_RED.into(),
brightness: 0.02,
});
// red point light
commands
.spawn(PointLightBundle {
// transform: Transform::from_xyz(5.0, 8.0, 2.0),
transform: Transform::from_xyz(1.0, 2.0, 0.0),
point_light: PointLight {
intensity: 100_000.0,
color: RED.into(),
shadows_enabled: true,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: RED.into(),
emissive: Color::linear_rgba(713.0, 0.0, 0.0, 0.0),
..default()
}),
..default()
});
});
// green spot light
commands
.spawn(SpotLightBundle {
transform: Transform::from_xyz(-1.0, 2.0, 0.0)
.looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
spot_light: SpotLight {
intensity: 100_000.0,
color: LIME.into(),
shadows_enabled: true,
inner_angle: 0.6,
outer_angle: 0.8,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn(PbrBundle {
transform: Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
mesh: meshes.add(Capsule3d::new(0.1, 0.125)),
material: materials.add(StandardMaterial {
base_color: LIME.into(),
emissive: Color::linear_rgba(0.0, 713.0, 0.0, 0.0),
..default()
}),
..default()
});
});
// blue point light
commands
.spawn(PointLightBundle {
// transform: Transform::from_xyz(5.0, 8.0, 2.0),
transform: Transform::from_xyz(0.0, 4.0, 0.0),
point_light: PointLight {
intensity: 100_000.0,
color: BLUE.into(),
shadows_enabled: true,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: BLUE.into(),
emissive: Color::linear_rgba(0.0, 0.0, 713.0, 0.0),
..default()
}),
..default()
});
});
// directional 'sun' light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: light_consts::lux::OVERCAST_DAY,
shadows_enabled: true,
..default()
},
transform: Transform {
translation: Vec3::new(0.0, 2.0, 0.0),
rotation: Quat::from_rotation_x(-PI / 4.),
..default()
},
// The default cascade config is designed to handle large scenes.
// As this example has a much smaller world, we can tighten the shadow
// bounds for better visual quality.
cascade_shadow_config: CascadeShadowConfigBuilder {
first_cascade_far_bound: 4.0,
maximum_distance: 10.0,
..default()
}
.into(),
..default()
});
// example instructions
let style = TextStyle {
font_size: 20.0,
..default()
};
commands.spawn(
TextBundle::from_sections(vec![
TextSection::new(
format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops),
style.clone(),
),
TextSection::new(
format!(
"Shutter speed: 1/{:.0}s\n",
1.0 / parameters.shutter_speed_s
),
style.clone(),
),
TextSection::new(
format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso),
style.clone(),
),
TextSection::new("\n\n", style.clone()),
TextSection::new("Controls\n", style.clone()),
TextSection::new("---------------\n", style.clone()),
TextSection::new("Arrow keys - Move objects\n", style.clone()),
TextSection::new("1/2 - Decrease/Increase aperture\n", style.clone()),
TextSection::new("3/4 - Decrease/Increase shutter speed\n", style.clone()),
TextSection::new("5/6 - Decrease/Increase sensitivity\n", style.clone()),
TextSection::new("R - Reset exposure", style),
])
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
exposure: Exposure::from_physical_camera(**parameters),
..default()
});
}
pub const fn rgb_linear(red: f32, green: f32, blue: f32) -> Color
👎Deprecated: Use Color::linear_rgb instead.
pub const fn rgb_linear(red: f32, green: f32, blue: f32) -> Color
Creates a new Color
object storing a LinearRgba
color with an alpha of 1.0.
pub const fn linear_rgb(red: f32, green: f32, blue: f32) -> Color
pub const fn linear_rgb(red: f32, green: f32, blue: f32) -> Color
Creates a new Color
object storing a LinearRgba
color with an alpha of 1.0.
Examples found in repository?
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fn mouse_handler(
mut commands: Commands,
args: Res<Args>,
time: Res<Time>,
mouse_button_input: Res<ButtonInput<MouseButton>>,
windows: Query<&Window>,
bird_resources: ResMut<BirdResources>,
mut counter: ResMut<BevyCounter>,
mut rng: Local<Option<ChaCha8Rng>>,
mut wave: Local<usize>,
) {
if rng.is_none() {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
*rng = Some(ChaCha8Rng::seed_from_u64(42));
}
let rng = rng.as_mut().unwrap();
let window = windows.single();
if mouse_button_input.just_released(MouseButton::Left) {
counter.color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
}
if mouse_button_input.pressed(MouseButton::Left) {
let spawn_count = (BIRDS_PER_SECOND as f64 * time.delta_seconds_f64()) as usize;
spawn_birds(
&mut commands,
args.into_inner(),
&window.resolution,
&mut counter,
spawn_count,
bird_resources.into_inner(),
None,
*wave,
);
*wave += 1;
}
}
fn bird_velocity_transform(
half_extents: Vec2,
mut translation: Vec3,
velocity_rng: &mut ChaCha8Rng,
waves: Option<usize>,
dt: f32,
) -> (Transform, Vec3) {
let mut velocity = Vec3::new(MAX_VELOCITY * (velocity_rng.gen::<f32>() - 0.5), 0., 0.);
if let Some(waves) = waves {
// Step the movement and handle collisions as if the wave had been spawned at fixed time intervals
// and with dt-spaced frames of simulation
for _ in 0..(waves * (FIXED_TIMESTEP / dt).round() as usize) {
step_movement(&mut translation, &mut velocity, dt);
handle_collision(half_extents, &translation, &mut velocity);
}
}
(
Transform::from_translation(translation).with_scale(Vec3::splat(BIRD_SCALE)),
velocity,
)
}
const FIXED_DELTA_TIME: f32 = 1.0 / 60.0;
#[allow(clippy::too_many_arguments)]
fn spawn_birds(
commands: &mut Commands,
args: &Args,
primary_window_resolution: &WindowResolution,
counter: &mut BevyCounter,
spawn_count: usize,
bird_resources: &mut BirdResources,
waves_to_simulate: Option<usize>,
wave: usize,
) {
let bird_x = (primary_window_resolution.width() / -2.) + HALF_BIRD_SIZE;
let bird_y = (primary_window_resolution.height() / 2.) - HALF_BIRD_SIZE;
let half_extents = 0.5 * primary_window_resolution.size();
let color = counter.color;
let current_count = counter.count;
match args.mode {
Mode::Sprite => {
let batch = (0..spawn_count)
.map(|count| {
let bird_z = if args.ordered_z {
(current_count + count) as f32 * 0.00001
} else {
bird_resources.transform_rng.gen::<f32>()
};
let (transform, velocity) = bird_velocity_transform(
half_extents,
Vec3::new(bird_x, bird_y, bird_z),
&mut bird_resources.velocity_rng,
waves_to_simulate,
FIXED_DELTA_TIME,
);
let color = if args.vary_per_instance {
Color::linear_rgb(
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
)
} else {
color
};
(
SpriteBundle {
texture: bird_resources
.textures
.choose(&mut bird_resources.material_rng)
.unwrap()
.clone(),
transform,
sprite: Sprite { color, ..default() },
..default()
},
Bird { velocity },
)
})
.collect::<Vec<_>>();
commands.spawn_batch(batch);
}
Mode::Mesh2d => {
let batch = (0..spawn_count)
.map(|count| {
let bird_z = if args.ordered_z {
(current_count + count) as f32 * 0.00001
} else {
bird_resources.transform_rng.gen::<f32>()
};
let (transform, velocity) = bird_velocity_transform(
half_extents,
Vec3::new(bird_x, bird_y, bird_z),
&mut bird_resources.velocity_rng,
waves_to_simulate,
FIXED_DELTA_TIME,
);
let material =
if args.vary_per_instance || args.material_texture_count > args.waves {
bird_resources
.materials
.choose(&mut bird_resources.material_rng)
.unwrap()
.clone()
} else {
bird_resources.materials[wave % bird_resources.materials.len()].clone()
};
(
MaterialMesh2dBundle {
mesh: bird_resources.quad.clone(),
material,
transform,
..default()
},
Bird { velocity },
)
})
.collect::<Vec<_>>();
commands.spawn_batch(batch);
}
}
counter.count += spawn_count;
counter.color = Color::linear_rgb(
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
);
}
More examples
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fn setup_scene(
asset_server: Res<AssetServer>,
mut images: ResMut<Assets<Image>>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 300.0,
});
commands.insert_resource(CameraMode::Chase);
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 3_000.0,
shadows_enabled: true,
..default()
},
transform: Transform::default().looking_to(Vec3::new(-1.0, -0.7, -1.0), Vec3::X),
..default()
});
// Sky
commands.spawn(PbrBundle {
mesh: meshes.add(Sphere::default()),
material: materials.add(StandardMaterial {
unlit: true,
base_color: Color::linear_rgb(0.1, 0.6, 1.0),
..default()
}),
transform: Transform::default().with_scale(Vec3::splat(-4000.0)),
..default()
});
// Ground
let mut plane: Mesh = Plane3d::default().into();
let uv_size = 4000.0;
let uvs = vec![[uv_size, 0.0], [0.0, 0.0], [0.0, uv_size], [uv_size; 2]];
plane.insert_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
commands.spawn(PbrBundle {
mesh: meshes.add(plane),
material: materials.add(StandardMaterial {
base_color: Color::WHITE,
perceptual_roughness: 1.0,
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
}),
transform: Transform::from_xyz(0.0, -0.65, 0.0).with_scale(Vec3::splat(80.)),
..default()
});
spawn_cars(&asset_server, &mut meshes, &mut materials, &mut commands);
spawn_trees(&mut meshes, &mut materials, &mut commands);
spawn_barriers(&mut meshes, &mut materials, &mut commands);
}
fn spawn_cars(
asset_server: &AssetServer,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
commands: &mut Commands,
) {
const N_CARS: usize = 20;
let box_mesh = meshes.add(Cuboid::new(0.3, 0.15, 0.55));
let cylinder = meshes.add(Cylinder::default());
let logo = asset_server.load("branding/icon.png");
let wheel_matl = materials.add(StandardMaterial {
base_color: Color::WHITE,
base_color_texture: Some(logo.clone()),
..default()
});
let mut matl = |color| {
materials.add(StandardMaterial {
base_color: color,
..default()
})
};
let colors = [
matl(Color::linear_rgb(1.0, 0.0, 0.0)),
matl(Color::linear_rgb(1.0, 1.0, 0.0)),
matl(Color::BLACK),
matl(Color::linear_rgb(0.0, 0.0, 1.0)),
matl(Color::linear_rgb(0.0, 1.0, 0.0)),
matl(Color::linear_rgb(1.0, 0.0, 1.0)),
matl(Color::linear_rgb(0.5, 0.5, 0.0)),
matl(Color::linear_rgb(1.0, 0.5, 0.0)),
];
for i in 0..N_CARS {
let color = colors[i % colors.len()].clone();
let mut entity = commands.spawn((
PbrBundle {
mesh: box_mesh.clone(),
material: color.clone(),
transform: Transform::from_scale(Vec3::splat(0.5)),
..default()
},
Moves(i as f32 * 2.0),
));
if i == 0 {
entity.insert(CameraTracked);
}
entity.with_children(|parent| {
parent.spawn(PbrBundle {
mesh: box_mesh.clone(),
material: color,
transform: Transform::from_xyz(0.0, 0.08, 0.03)
.with_scale(Vec3::new(1.0, 1.0, 0.5)),
..default()
});
let mut spawn_wheel = |x: f32, z: f32| {
parent.spawn((
PbrBundle {
mesh: cylinder.clone(),
material: wheel_matl.clone(),
transform: Transform::from_xyz(0.14 * x, -0.045, 0.15 * z)
.with_scale(Vec3::new(0.15, 0.04, 0.15))
.with_rotation(Quat::from_rotation_z(std::f32::consts::FRAC_PI_2)),
..default()
},
Rotates,
));
};
spawn_wheel(1.0, 1.0);
spawn_wheel(1.0, -1.0);
spawn_wheel(-1.0, 1.0);
spawn_wheel(-1.0, -1.0);
});
}
}
fn spawn_barriers(
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
commands: &mut Commands,
) {
const N_CONES: usize = 100;
let capsule = meshes.add(Capsule3d::default());
let matl = materials.add(StandardMaterial {
base_color: Color::srgb_u8(255, 87, 51),
reflectance: 1.0,
..default()
});
let mut spawn_with_offset = |offset: f32| {
for i in 0..N_CONES {
let pos = race_track_pos(
offset,
(i as f32) / (N_CONES as f32) * std::f32::consts::PI * 2.0,
);
commands.spawn(PbrBundle {
mesh: capsule.clone(),
material: matl.clone(),
transform: Transform::from_xyz(pos.x, -0.65, pos.y).with_scale(Vec3::splat(0.07)),
..default()
});
}
};
spawn_with_offset(0.04);
spawn_with_offset(-0.04);
}
fn spawn_trees(
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
commands: &mut Commands,
) {
const N_TREES: usize = 30;
let capsule = meshes.add(Capsule3d::default());
let sphere = meshes.add(Sphere::default());
let leaves = materials.add(Color::linear_rgb(0.0, 1.0, 0.0));
let trunk = materials.add(Color::linear_rgb(0.4, 0.2, 0.2));
let mut spawn_with_offset = |offset: f32| {
for i in 0..N_TREES {
let pos = race_track_pos(
offset,
(i as f32) / (N_TREES as f32) * std::f32::consts::PI * 2.0,
);
let [x, z] = pos.into();
commands.spawn(PbrBundle {
mesh: sphere.clone(),
material: leaves.clone(),
transform: Transform::from_xyz(x, -0.3, z).with_scale(Vec3::splat(0.3)),
..default()
});
commands.spawn(PbrBundle {
mesh: capsule.clone(),
material: trunk.clone(),
transform: Transform::from_xyz(x, -0.5, z).with_scale(Vec3::new(0.05, 0.3, 0.05)),
..default()
});
}
};
spawn_with_offset(0.07);
spawn_with_offset(-0.07);
}
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fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true, // 1. HDR is required for bloom
..default()
},
tonemapping: Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
// 3. Enable bloom for the camera
BloomSettings::NATURAL,
));
let material_emissive1 = materials.add(StandardMaterial {
emissive: Color::linear_rgb(23000.0, 9000.0, 3000.0), // 4. Put something bright in a dark environment to see the effect
..default()
});
let material_emissive2 = materials.add(StandardMaterial {
emissive: Color::linear_rgb(3000.0, 23000.0, 9000.0),
..default()
});
let material_emissive3 = materials.add(StandardMaterial {
emissive: Color::linear_rgb(9000.0, 3000.0, 23000.0),
..default()
});
let material_non_emissive = materials.add(StandardMaterial {
base_color: GRAY.into(),
..default()
});
let mesh = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
for x in -5..5 {
for z in -5..5 {
// This generates a pseudo-random integer between `[0, 6)`, but deterministically so
// the same spheres are always the same colors.
let mut hasher = DefaultHasher::new();
(x, z).hash(&mut hasher);
let rand = (hasher.finish() - 2) % 6;
let material = match rand {
0 => material_emissive1.clone(),
1 => material_emissive2.clone(),
2 => material_emissive3.clone(),
3..=5 => material_non_emissive.clone(),
_ => unreachable!(),
};
commands.spawn((
PbrBundle {
mesh: mesh.clone(),
material,
transform: Transform::from_xyz(x as f32 * 2.0, 0.0, z as f32 * 2.0),
..default()
},
Bouncing,
));
}
}
// example instructions
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font_size: 20.0,
color: Color::WHITE,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
pub const fn hsla(
hue: f32,
saturation: f32,
lightness: f32,
alpha: f32
) -> Color
pub const fn hsla( hue: f32, saturation: f32, lightness: f32, alpha: f32 ) -> Color
Examples found in repository?
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fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
commands.spawn((
meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
SpatialBundle::INHERITED_IDENTITY,
InstanceMaterialData(
(1..=10)
.flat_map(|x| (1..=10).map(move |y| (x as f32 / 10.0, y as f32 / 10.0)))
.map(|(x, y)| InstanceData {
position: Vec3::new(x * 10.0 - 5.0, y * 10.0 - 5.0, 0.0),
scale: 1.0,
color: LinearRgba::from(Color::hsla(x * 360., y, 0.5, 1.0)).to_f32_array(),
})
.collect(),
),
// NOTE: Frustum culling is done based on the Aabb of the Mesh and the GlobalTransform.
// As the cube is at the origin, if its Aabb moves outside the view frustum, all the
// instanced cubes will be culled.
// The InstanceMaterialData contains the 'GlobalTransform' information for this custom
// instancing, and that is not taken into account with the built-in frustum culling.
// We must disable the built-in frustum culling by adding the `NoFrustumCulling` marker
// component to avoid incorrect culling.
NoFrustumCulling,
));
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
pub const fn hsl(hue: f32, saturation: f32, lightness: f32) -> Color
pub const fn hsl(hue: f32, saturation: f32, lightness: f32) -> Color
Examples found in repository?
More examples
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fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn(Camera2dBundle::default());
let shapes = [
Mesh2dHandle(meshes.add(Circle { radius: 50.0 })),
Mesh2dHandle(meshes.add(Ellipse::new(25.0, 50.0))),
Mesh2dHandle(meshes.add(Annulus::new(25.0, 50.0))),
Mesh2dHandle(meshes.add(Capsule2d::new(25.0, 50.0))),
Mesh2dHandle(meshes.add(Rectangle::new(50.0, 100.0))),
Mesh2dHandle(meshes.add(RegularPolygon::new(50.0, 6))),
Mesh2dHandle(meshes.add(Triangle2d::new(
Vec2::Y * 50.0,
Vec2::new(-50.0, -50.0),
Vec2::new(50.0, -50.0),
))),
];
let num_shapes = shapes.len();
for (i, shape) in shapes.into_iter().enumerate() {
// Distribute colors evenly across the rainbow.
let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
commands.spawn(MaterialMesh2dBundle {
mesh: shape,
material: materials.add(color),
transform: Transform::from_xyz(
// Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2.
-X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
0.0,
0.0,
),
..default()
});
}
}
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fn setup_flex(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
warn!(include_str!("warning_string.txt"));
let image = if 0 < args.image_freq {
Some(asset_server.load("branding/icon.png"))
} else {
None
};
let buttons_f = args.buttons as f32;
let border = if args.no_borders {
UiRect::ZERO
} else {
UiRect::all(Val::VMin(0.05 * 90. / buttons_f))
};
let as_rainbow = |i: usize| Color::hsl((i as f32 / buttons_f) * 360.0, 0.9, 0.8);
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
},
..default()
})
.with_children(|commands| {
for column in 0..args.buttons {
commands
.spawn(NodeBundle::default())
.with_children(|commands| {
for row in 0..args.buttons {
let color = as_rainbow(row % column.max(1));
let border_color = Color::WHITE.with_alpha(0.5).into();
spawn_button(
commands,
color,
buttons_f,
column,
row,
!args.no_text,
border,
border_color,
image
.as_ref()
.filter(|_| (column + row) % args.image_freq == 0)
.cloned(),
);
}
});
}
});
}
fn setup_grid(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
warn!(include_str!("warning_string.txt"));
let image = if 0 < args.image_freq {
Some(asset_server.load("branding/icon.png"))
} else {
None
};
let buttons_f = args.buttons as f32;
let border = if args.no_borders {
UiRect::ZERO
} else {
UiRect::all(Val::VMin(0.05 * 90. / buttons_f))
};
let as_rainbow = |i: usize| Color::hsl((i as f32 / buttons_f) * 360.0, 0.9, 0.8);
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
display: Display::Grid,
width: Val::Percent(100.),
height: Val::Percent(100.0),
grid_template_columns: RepeatedGridTrack::flex(args.buttons as u16, 1.0),
grid_template_rows: RepeatedGridTrack::flex(args.buttons as u16, 1.0),
..default()
},
..default()
})
.with_children(|commands| {
for column in 0..args.buttons {
for row in 0..args.buttons {
let color = as_rainbow(row % column.max(1));
let border_color = Color::WHITE.with_alpha(0.5).into();
spawn_button(
commands,
color,
buttons_f,
column,
row,
!args.no_text,
border,
border_color,
image
.as_ref()
.filter(|_| (column + row) % args.image_freq == 0)
.cloned(),
);
}
}
});
}
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fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
warn!(include_str!("warning_string.txt"));
const LIGHT_RADIUS: f32 = 0.3;
const LIGHT_INTENSITY: f32 = 1000.0;
const RADIUS: f32 = 50.0;
const N_LIGHTS: usize = 100_000;
commands.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(RADIUS).mesh().ico(9).unwrap()),
material: materials.add(Color::WHITE),
transform: Transform::from_scale(Vec3::NEG_ONE),
..default()
});
let mesh = meshes.add(Cuboid::default());
let material = materials.add(StandardMaterial {
base_color: DEEP_PINK.into(),
..default()
});
// NOTE: This pattern is good for testing performance of culling as it provides roughly
// the same number of visible meshes regardless of the viewing angle.
// NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
// Spawn N_LIGHTS many lights
commands.spawn_batch((0..N_LIGHTS).map(move |i| {
let mut rng = thread_rng();
let spherical_polar_theta_phi = fibonacci_spiral_on_sphere(golden_ratio, i, N_LIGHTS);
let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
PointLightBundle {
point_light: PointLight {
range: LIGHT_RADIUS,
intensity: LIGHT_INTENSITY,
color: Color::hsl(rng.gen_range(0.0..360.0), 1.0, 0.5),
..default()
},
transform: Transform::from_translation((RADIUS as f64 * unit_sphere_p).as_vec3()),
..default()
}
}));
// camera
match std::env::args().nth(1).as_deref() {
Some("orthographic") => commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
scale: 20.0,
scaling_mode: ScalingMode::FixedHorizontal(1.0),
..default()
}
.into(),
..default()
}),
_ => commands.spawn(Camera3dBundle::default()),
};
// add one cube, the only one with strong handles
// also serves as a reference point during rotation
commands.spawn(PbrBundle {
mesh,
material,
transform: Transform {
translation: Vec3::new(0.0, RADIUS, 0.0),
scale: Vec3::splat(5.0),
..default()
},
..default()
});
}
pub const WHITE: Color = _
pub const WHITE: Color = _
A fully white Color::LinearRgba
color with an alpha of 1.0.
pub const BLACK: Color = _
pub const BLACK: Color = _
A fully black Color::LinearRgba
color with an alpha of 1.0.
pub const NONE: Color = _
pub const NONE: Color = _
A fully transparent Color::LinearRgba
color with 0 red, green and blue.
Trait Implementations§
§impl Alpha for Color
impl Alpha for Color
§fn with_alpha(&self, alpha: f32) -> Color
fn with_alpha(&self, alpha: f32) -> Color
§fn is_fully_transparent(&self) -> bool
fn is_fully_transparent(&self) -> bool
§fn is_fully_opaque(&self) -> bool
fn is_fully_opaque(&self) -> bool
§impl Default for Color
impl Default for Color
§fn default() -> Color
fn default() -> Color
A fully white Color::LinearRgba
color with an alpha of 1.0.
§impl<'de> Deserialize<'de> for Color
impl<'de> Deserialize<'de> for Color
§fn deserialize<__D>(
__deserializer: __D
) -> Result<Color, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D
) -> Result<Color, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
§impl Enum for Colorwhere
Color: Any + Send + Sync,
Srgba: FromReflect + TypePath + RegisterForReflection,
LinearRgba: FromReflect + TypePath + RegisterForReflection,
Hsla: FromReflect + TypePath + RegisterForReflection,
Hsva: FromReflect + TypePath + RegisterForReflection,
Hwba: FromReflect + TypePath + RegisterForReflection,
Laba: FromReflect + TypePath + RegisterForReflection,
Lcha: FromReflect + TypePath + RegisterForReflection,
Oklaba: FromReflect + TypePath + RegisterForReflection,
Oklcha: FromReflect + TypePath + RegisterForReflection,
Xyza: FromReflect + TypePath + RegisterForReflection,
impl Enum for Colorwhere
Color: Any + Send + Sync,
Srgba: FromReflect + TypePath + RegisterForReflection,
LinearRgba: FromReflect + TypePath + RegisterForReflection,
Hsla: FromReflect + TypePath + RegisterForReflection,
Hsva: FromReflect + TypePath + RegisterForReflection,
Hwba: FromReflect + TypePath + RegisterForReflection,
Laba: FromReflect + TypePath + RegisterForReflection,
Lcha: FromReflect + TypePath + RegisterForReflection,
Oklaba: FromReflect + TypePath + RegisterForReflection,
Oklcha: FromReflect + TypePath + RegisterForReflection,
Xyza: FromReflect + TypePath + RegisterForReflection,
§fn field(&self, __name_param: &str) -> Option<&(dyn Reflect + 'static)>
fn field(&self, __name_param: &str) -> Option<&(dyn Reflect + 'static)>
§fn field_at(&self, __index_param: usize) -> Option<&(dyn Reflect + 'static)>
fn field_at(&self, __index_param: usize) -> Option<&(dyn Reflect + 'static)>
§fn field_mut(
&mut self,
__name_param: &str
) -> Option<&mut (dyn Reflect + 'static)>
fn field_mut( &mut self, __name_param: &str ) -> Option<&mut (dyn Reflect + 'static)>
§fn field_at_mut(
&mut self,
__index_param: usize
) -> Option<&mut (dyn Reflect + 'static)>
fn field_at_mut( &mut self, __index_param: usize ) -> Option<&mut (dyn Reflect + 'static)>
§fn index_of(&self, __name_param: &str) -> Option<usize>
fn index_of(&self, __name_param: &str) -> Option<usize>
§fn name_at(&self, __index_param: usize) -> Option<&str>
fn name_at(&self, __index_param: usize) -> Option<&str>
§fn iter_fields(&self) -> VariantFieldIter<'_> ⓘ
fn iter_fields(&self) -> VariantFieldIter<'_> ⓘ
§fn variant_name(&self) -> &str
fn variant_name(&self) -> &str
§fn variant_index(&self) -> usize
fn variant_index(&self) -> usize
§fn variant_type(&self) -> VariantType
fn variant_type(&self) -> VariantType
fn clone_dynamic(&self) -> DynamicEnum
§fn is_variant(&self, variant_type: VariantType) -> bool
fn is_variant(&self, variant_type: VariantType) -> bool
§fn variant_path(&self) -> String
fn variant_path(&self) -> String
§impl From<Color> for ClearColorConfig
impl From<Color> for ClearColorConfig
§fn from(color: Color) -> ClearColorConfig
fn from(color: Color) -> ClearColorConfig
§impl From<Color> for ColorMaterial
impl From<Color> for ColorMaterial
§fn from(color: Color) -> ColorMaterial
fn from(color: Color) -> ColorMaterial
§impl From<Color> for LinearRgba
impl From<Color> for LinearRgba
§fn from(value: Color) -> LinearRgba
fn from(value: Color) -> LinearRgba
§impl From<Color> for StandardMaterial
impl From<Color> for StandardMaterial
§fn from(color: Color) -> StandardMaterial
fn from(color: Color) -> StandardMaterial
§impl From<LinearRgba> for Color
impl From<LinearRgba> for Color
§fn from(value: LinearRgba) -> Color
fn from(value: LinearRgba) -> Color
§impl FromReflect for Colorwhere
Color: Any + Send + Sync,
Srgba: FromReflect + TypePath + RegisterForReflection,
LinearRgba: FromReflect + TypePath + RegisterForReflection,
Hsla: FromReflect + TypePath + RegisterForReflection,
Hsva: FromReflect + TypePath + RegisterForReflection,
Hwba: FromReflect + TypePath + RegisterForReflection,
Laba: FromReflect + TypePath + RegisterForReflection,
Lcha: FromReflect + TypePath + RegisterForReflection,
Oklaba: FromReflect + TypePath + RegisterForReflection,
Oklcha: FromReflect + TypePath + RegisterForReflection,
Xyza: FromReflect + TypePath + RegisterForReflection,
impl FromReflect for Colorwhere
Color: Any + Send + Sync,
Srgba: FromReflect + TypePath + RegisterForReflection,
LinearRgba: FromReflect + TypePath + RegisterForReflection,
Hsla: FromReflect + TypePath + RegisterForReflection,
Hsva: FromReflect + TypePath + RegisterForReflection,
Hwba: FromReflect + TypePath + RegisterForReflection,
Laba: FromReflect + TypePath + RegisterForReflection,
Lcha: FromReflect + TypePath + RegisterForReflection,
Oklaba: FromReflect + TypePath + RegisterForReflection,
Oklcha: FromReflect + TypePath + RegisterForReflection,
Xyza: FromReflect + TypePath + RegisterForReflection,
§fn from_reflect(__param0: &(dyn Reflect + 'static)) -> Option<Color>
fn from_reflect(__param0: &(dyn Reflect + 'static)) -> Option<Color>
Self
from a reflected value.§fn take_from_reflect(
reflect: Box<dyn Reflect>
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read more§impl GetTypeRegistration for Colorwhere
Color: Any + Send + Sync,
Srgba: FromReflect + TypePath + RegisterForReflection,
LinearRgba: FromReflect + TypePath + RegisterForReflection,
Hsla: FromReflect + TypePath + RegisterForReflection,
Hsva: FromReflect + TypePath + RegisterForReflection,
Hwba: FromReflect + TypePath + RegisterForReflection,
Laba: FromReflect + TypePath + RegisterForReflection,
Lcha: FromReflect + TypePath + RegisterForReflection,
Oklaba: FromReflect + TypePath + RegisterForReflection,
Oklcha: FromReflect + TypePath + RegisterForReflection,
Xyza: FromReflect + TypePath + RegisterForReflection,
impl GetTypeRegistration for Colorwhere
Color: Any + Send + Sync,
Srgba: FromReflect + TypePath + RegisterForReflection,
LinearRgba: FromReflect + TypePath + RegisterForReflection,
Hsla: FromReflect + TypePath + RegisterForReflection,
Hsva: FromReflect + TypePath + RegisterForReflection,
Hwba: FromReflect + TypePath + RegisterForReflection,
Laba: FromReflect + TypePath + RegisterForReflection,
Lcha: FromReflect + TypePath + RegisterForReflection,
Oklaba: FromReflect + TypePath + RegisterForReflection,
Oklcha: FromReflect + TypePath + RegisterForReflection,
Xyza: FromReflect + TypePath + RegisterForReflection,
§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
§impl Reflect for Colorwhere
Color: Any + Send + Sync,
Srgba: FromReflect + TypePath + RegisterForReflection,
LinearRgba: FromReflect + TypePath + RegisterForReflection,
Hsla: FromReflect + TypePath + RegisterForReflection,
Hsva: FromReflect + TypePath + RegisterForReflection,
Hwba: FromReflect + TypePath + RegisterForReflection,
Laba: FromReflect + TypePath + RegisterForReflection,
Lcha: FromReflect + TypePath + RegisterForReflection,
Oklaba: FromReflect + TypePath + RegisterForReflection,
Oklcha: FromReflect + TypePath + RegisterForReflection,
Xyza: FromReflect + TypePath + RegisterForReflection,
impl Reflect for Colorwhere
Color: Any + Send + Sync,
Srgba: FromReflect + TypePath + RegisterForReflection,
LinearRgba: FromReflect + TypePath + RegisterForReflection,
Hsla: FromReflect + TypePath + RegisterForReflection,
Hsva: FromReflect + TypePath + RegisterForReflection,
Hwba: FromReflect + TypePath + RegisterForReflection,
Laba: FromReflect + TypePath + RegisterForReflection,
Lcha: FromReflect + TypePath + RegisterForReflection,
Oklaba: FromReflect + TypePath + RegisterForReflection,
Oklcha: FromReflect + TypePath + RegisterForReflection,
Xyza: FromReflect + TypePath + RegisterForReflection,
§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
.§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect
trait object. Read more§fn set(
&mut self,
__value_param: Box<dyn Reflect>
) -> Result<(), Box<dyn Reflect>>
fn set( &mut self, __value_param: Box<dyn Reflect> ) -> Result<(), Box<dyn Reflect>>
§fn apply(&mut self, __value_param: &(dyn Reflect + 'static))
fn apply(&mut self, __value_param: &(dyn Reflect + 'static))
§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
§fn reflect_owned(self: Box<Color>) -> ReflectOwned
fn reflect_owned(self: Box<Color>) -> ReflectOwned
§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
§fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
§impl Serialize for Color
impl Serialize for Color
§fn serialize<__S>(
&self,
__serializer: __S
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
§impl TypePath for Color
impl TypePath for Color
§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
§impl Typed for Colorwhere
Color: Any + Send + Sync,
Srgba: FromReflect + TypePath + RegisterForReflection,
LinearRgba: FromReflect + TypePath + RegisterForReflection,
Hsla: FromReflect + TypePath + RegisterForReflection,
Hsva: FromReflect + TypePath + RegisterForReflection,
Hwba: FromReflect + TypePath + RegisterForReflection,
Laba: FromReflect + TypePath + RegisterForReflection,
Lcha: FromReflect + TypePath + RegisterForReflection,
Oklaba: FromReflect + TypePath + RegisterForReflection,
Oklcha: FromReflect + TypePath + RegisterForReflection,
Xyza: FromReflect + TypePath + RegisterForReflection,
impl Typed for Colorwhere
Color: Any + Send + Sync,
Srgba: FromReflect + TypePath + RegisterForReflection,
LinearRgba: FromReflect + TypePath + RegisterForReflection,
Hsla: FromReflect + TypePath + RegisterForReflection,
Hsva: FromReflect + TypePath + RegisterForReflection,
Hwba: FromReflect + TypePath + RegisterForReflection,
Laba: FromReflect + TypePath + RegisterForReflection,
Lcha: FromReflect + TypePath + RegisterForReflection,
Oklaba: FromReflect + TypePath + RegisterForReflection,
Oklcha: FromReflect + TypePath + RegisterForReflection,
Xyza: FromReflect + TypePath + RegisterForReflection,
impl Copy for Color
impl StructuralPartialEq for Color
Auto Trait Implementations§
impl Freeze for Color
impl RefUnwindSafe for Color
impl Send for Color
impl Sync for Color
impl Unpin for Color
impl UnwindSafe for Color
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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source§fn borrow_mut(&mut self) -> &mut T
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§impl<T> Downcast for Twhere
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§fn into_any(self: Box<T>) -> Box<dyn Any>
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.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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fn as_any(&self) -> &(dyn Any + 'static)
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§impl<T> DynamicTypePath for Twhere
T: TypePath,
impl<T> DynamicTypePath for Twhere
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§fn reflect_type_path(&self) -> &str
fn reflect_type_path(&self) -> &str
TypePath::type_path
.§fn reflect_short_type_path(&self) -> &str
fn reflect_short_type_path(&self) -> &str
§fn reflect_type_ident(&self) -> Option<&str>
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TypePath::type_ident
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fn reflect_module_path(&self) -> Option<&str>
§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
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§impl<T> FromWorld for Twhere
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§fn from_world(_world: &mut World) -> T
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.§impl<T> GetPath for T
impl<T> GetPath for T
§fn reflect_path<'p>(
&self,
path: impl ReflectPath<'p>
) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>
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. Read more§fn reflect_path_mut<'p>(
&mut self,
path: impl ReflectPath<'p>
) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>
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. Read more§fn path<'p, T>(
&self,
path: impl ReflectPath<'p>
) -> Result<&T, ReflectPathError<'p>>where
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) -> Result<&T, ReflectPathError<'p>>where
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) -> Result<&mut T, ReflectPathError<'p>>where
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&mut self,
path: impl ReflectPath<'p>
) -> Result<&mut T, ReflectPathError<'p>>where
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. Read more§impl<T> Instrument for T
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§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
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source§impl<T> IntoEither for T
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Converts self
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§impl<T> Pointable for T
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source§impl<R, P> ReadPrimitive<R> for P
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source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
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.