Function bevy::prelude::default

pub fn default<T>() -> T
where T: Default,
Expand description

An ergonomic abbreviation for Default::default() to make initializing structs easier. This is especially helpful when combined with “struct update syntax”.

use bevy_utils::default;

#[derive(Default)]
struct Foo {
  a: usize,
  b: usize,
  c: usize,
}

// Normally you would initialize a struct with defaults using "struct update syntax"
// combined with `Default::default()`. This example sets `Foo::bar` to 10 and the remaining
// values to their defaults.
let foo = Foo {
  a: 10,
  ..Default::default()
};

// But now you can do this, which is equivalent:
let foo = Foo {
  a: 10,
  ..default()
};
Examples found in repository?
examples/3d/color_grading.rs (line 74)
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    fn default() -> Self {
        Self::Global(default())
    }
}

/// Buttons consist of three parts: the button itself, a label child, and a
/// value child. This specifies one of the three entities.
#[derive(Clone, Copy, PartialEq, Component)]
enum ColorGradingOptionWidgetType {
    /// The parent button.
    Button,
    /// The label of the button.
    Label,
    /// The numerical value that the button displays.
    Value,
}

#[derive(Clone, Copy, Component)]
struct ColorGradingOptionWidget {
    widget_type: ColorGradingOptionWidgetType,
    option: SelectedColorGradingOption,
}

/// A marker component for the help text at the top left of the screen.
#[derive(Clone, Copy, Component)]
struct HelpText;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .init_resource::<SelectedColorGradingOption>()
        .add_systems(Startup, setup)
        .add_systems(
            Update,
            (
                handle_button_presses,
                adjust_color_grading_option,
                update_ui_state,
            )
                .chain(),
        )
        .run();
}

fn setup(
    mut commands: Commands,
    currently_selected_option: Res<SelectedColorGradingOption>,
    asset_server: Res<AssetServer>,
) {
    // Create the scene.
    add_basic_scene(&mut commands, &asset_server);

    // Create the root UI element.
    let font = asset_server.load(FONT_PATH);
    let color_grading = ColorGrading::default();
    add_buttons(
        &mut commands,
        &currently_selected_option,
        &font,
        &color_grading,
    );

    // Spawn help text.
    add_help_text(&mut commands, &font, &currently_selected_option);

    // Spawn the camera.
    add_camera(&mut commands, &asset_server, color_grading);
}

/// Adds all the buttons on the bottom of the scene.
fn add_buttons(
    commands: &mut Commands,
    currently_selected_option: &SelectedColorGradingOption,
    font: &Handle<Font>,
    color_grading: &ColorGrading,
) {
    // Spawn the parent node that contains all the buttons.
    commands
        .spawn(NodeBundle {
            style: Style {
                flex_direction: FlexDirection::Column,
                position_type: PositionType::Absolute,
                row_gap: Val::Px(6.0),
                left: Val::Px(10.0),
                bottom: Val::Px(10.0),
                ..default()
            },
            ..default()
        })
        .with_children(|parent| {
            // Create the first row, which contains the global controls.
            add_buttons_for_global_controls(
                parent,
                *currently_selected_option,
                color_grading,
                font,
            );

            // Create the rows for individual controls.
            for section in [
                SelectedColorGradingSection::Highlights,
                SelectedColorGradingSection::Midtones,
                SelectedColorGradingSection::Shadows,
            ] {
                add_buttons_for_section(
                    parent,
                    section,
                    *currently_selected_option,
                    color_grading,
                    font,
                );
            }
        });
}

/// Adds the buttons for the global controls (those that control the scene as a
/// whole as opposed to shadows, midtones, or highlights).
fn add_buttons_for_global_controls(
    parent: &mut ChildBuilder,
    currently_selected_option: SelectedColorGradingOption,
    color_grading: &ColorGrading,
    font: &Handle<Font>,
) {
    // Add the parent node for the row.
    parent
        .spawn(NodeBundle {
            style: Style::default(),
            ..default()
        })
        .with_children(|parent| {
            // Add some placeholder text to fill this column.
            parent.spawn(NodeBundle {
                style: Style {
                    width: Val::Px(125.0),
                    ..default()
                },
                ..default()
            });

            // Add each global color grading option button.
            for option in [
                SelectedGlobalColorGradingOption::Exposure,
                SelectedGlobalColorGradingOption::Temperature,
                SelectedGlobalColorGradingOption::Tint,
                SelectedGlobalColorGradingOption::Hue,
            ] {
                add_button_for_value(
                    parent,
                    SelectedColorGradingOption::Global(option),
                    currently_selected_option,
                    color_grading,
                    font,
                );
            }
        });
}

/// Adds the buttons that control color grading for individual sections
/// (highlights, midtones, shadows).
fn add_buttons_for_section(
    parent: &mut ChildBuilder,
    section: SelectedColorGradingSection,
    currently_selected_option: SelectedColorGradingOption,
    color_grading: &ColorGrading,
    font: &Handle<Font>,
) {
    // Spawn the row container.
    parent
        .spawn(NodeBundle {
            style: Style {
                align_items: AlignItems::Center,
                ..default()
            },
            ..default()
        })
        .with_children(|parent| {
            // Spawn the label ("Highlights", etc.)
            add_text(parent, &section.to_string(), font, Color::WHITE).insert(Style {
                width: Val::Px(125.0),
                ..default()
            });

            // Spawn the buttons.
            for option in [
                SelectedSectionColorGradingOption::Saturation,
                SelectedSectionColorGradingOption::Contrast,
                SelectedSectionColorGradingOption::Gamma,
                SelectedSectionColorGradingOption::Gain,
                SelectedSectionColorGradingOption::Lift,
            ] {
                add_button_for_value(
                    parent,
                    SelectedColorGradingOption::Section(section, option),
                    currently_selected_option,
                    color_grading,
                    font,
                );
            }
        });
}

/// Adds a button that controls one of the color grading values.
fn add_button_for_value(
    parent: &mut ChildBuilder,
    option: SelectedColorGradingOption,
    currently_selected_option: SelectedColorGradingOption,
    color_grading: &ColorGrading,
    font: &Handle<Font>,
) {
    let is_selected = currently_selected_option == option;

    let (bg_color, fg_color) = if is_selected {
        (Color::WHITE, Color::BLACK)
    } else {
        (Color::BLACK, Color::WHITE)
    };

    // Add the button node.
    parent
        .spawn(ButtonBundle {
            style: Style {
                border: UiRect::all(Val::Px(1.0)),
                width: Val::Px(200.0),
                justify_content: JustifyContent::Center,
                align_items: AlignItems::Center,
                padding: UiRect::axes(Val::Px(12.0), Val::Px(6.0)),
                margin: UiRect::right(Val::Px(12.0)),
                ..default()
            },
            border_color: BorderColor(Color::WHITE),
            border_radius: BorderRadius::MAX,
            image: UiImage::default().with_color(bg_color),
            ..default()
        })
        .insert(ColorGradingOptionWidget {
            widget_type: ColorGradingOptionWidgetType::Button,
            option,
        })
        .with_children(|parent| {
            // Add the button label.
            let label = match option {
                SelectedColorGradingOption::Global(option) => option.to_string(),
                SelectedColorGradingOption::Section(_, option) => option.to_string(),
            };
            add_text(parent, &label, font, fg_color).insert(ColorGradingOptionWidget {
                widget_type: ColorGradingOptionWidgetType::Label,
                option,
            });

            // Add a spacer.
            parent.spawn(NodeBundle {
                style: Style {
                    flex_grow: 1.0,
                    ..default()
                },
                ..default()
            });

            // Add the value text.
            add_text(
                parent,
                &format!("{:.3}", option.get(color_grading)),
                font,
                fg_color,
            )
            .insert(ColorGradingOptionWidget {
                widget_type: ColorGradingOptionWidgetType::Value,
                option,
            });
        });
}

/// Creates the help text at the top of the screen.
fn add_help_text(
    commands: &mut Commands,
    font: &Handle<Font>,
    currently_selected_option: &SelectedColorGradingOption,
) {
    commands
        .spawn(TextBundle {
            style: Style {
                position_type: PositionType::Absolute,
                left: Val::Px(10.0),
                top: Val::Px(10.0),
                ..default()
            },
            ..TextBundle::from_section(
                create_help_text(currently_selected_option),
                TextStyle {
                    font: font.clone(),
                    font_size: 24.0,
                    color: Color::WHITE,
                },
            )
        })
        .insert(HelpText);
}

/// Adds some text to the scene.
fn add_text<'a>(
    parent: &'a mut ChildBuilder,
    label: &str,
    font: &Handle<Font>,
    color: Color,
) -> EntityCommands<'a> {
    parent.spawn(TextBundle::from_section(
        label,
        TextStyle {
            font: font.clone(),
            font_size: 18.0,
            color,
        },
    ))
}

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,
        },
    ));
}

fn add_basic_scene(commands: &mut Commands, asset_server: &AssetServer) {
    // Spawn the main scene.
    commands.spawn(SceneBundle {
        scene: asset_server.load("models/TonemappingTest/TonemappingTest.gltf#Scene0"),
        ..default()
    });

    // Spawn the flight helmet.
    commands.spawn(SceneBundle {
        scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
        transform: Transform::from_xyz(0.5, 0.0, -0.5)
            .with_rotation(Quat::from_rotation_y(-0.15 * PI)),
        ..default()
    });

    // Spawn the light.
    commands.spawn(DirectionalLightBundle {
        directional_light: DirectionalLight {
            illuminance: 15000.0,
            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()
    });
}
More examples
Hide additional examples
tests/3d/no_prepass.rs (line 9)
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fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(PbrPlugin {
            prepass_enabled: false,
            ..default()
        }))
        .run();
}
examples/audio/audio.rs (line 16)
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fn setup(asset_server: Res<AssetServer>, mut commands: Commands) {
    commands.spawn(AudioBundle {
        source: asset_server.load("sounds/Windless Slopes.ogg"),
        ..default()
    });
}
examples/3d/spherical_area_lights.rs (line 9)
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fn main() {
    App::new()
        .insert_resource(AmbientLight {
            brightness: 60.0,
            ..default()
        })
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .run();
}

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });

    // plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
        material: materials.add(StandardMaterial {
            base_color: Color::srgb(0.2, 0.2, 0.2),
            perceptual_roughness: 0.08,
            ..default()
        }),
        ..default()
    });

    const COUNT: usize = 6;
    let position_range = -2.0..2.0;
    let radius_range = 0.0..0.4;
    let pos_len = position_range.end - position_range.start;
    let radius_len = radius_range.end - radius_range.start;
    let mesh = meshes.add(Sphere::new(1.0).mesh().uv(120, 64));

    for i in 0..COUNT {
        let percent = i as f32 / COUNT as f32;
        let radius = radius_range.start + percent * radius_len;

        // sphere light
        commands
            .spawn(PbrBundle {
                mesh: mesh.clone(),
                material: materials.add(StandardMaterial {
                    base_color: Color::srgb(0.5, 0.5, 1.0),
                    unlit: true,
                    ..default()
                }),
                transform: Transform::from_xyz(position_range.start + percent * pos_len, 0.3, 0.0)
                    .with_scale(Vec3::splat(radius)),
                ..default()
            })
            .with_children(|children| {
                children.spawn(PointLightBundle {
                    point_light: PointLight {
                        radius,
                        color: Color::srgb(0.2, 0.2, 1.0),
                        ..default()
                    },
                    ..default()
                });
            });
    }
}
examples/asset/custom_asset_reader.rs (line 66)
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn(SpriteBundle {
        texture: asset_server.load("branding/icon.png"),
        ..default()
    });
}
examples/audio/audio_control.rs (line 17)
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn((
        AudioBundle {
            source: asset_server.load("sounds/Windless Slopes.ogg"),
            ..default()
        },
        MyMusic,
    ));
}