use std::f32::consts::PI;
use bevy::prelude::*;
#[derive(Component)]
struct Scaling {
scale_direction: Vec3,
scale_speed: f32,
max_element_size: f32,
min_element_size: f32,
}
impl Scaling {
fn new() -> Self {
Scaling {
scale_direction: Vec3::X,
scale_speed: 2.0,
max_element_size: 5.0,
min_element_size: 1.0,
}
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (change_scale_direction, scale_cube))
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_rotation(Quat::from_rotation_y(PI / 4.0)),
Scaling::new(),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
fn change_scale_direction(mut cubes: Query<(&mut Transform, &mut Scaling)>) {
for (mut transform, mut cube) in &mut cubes {
if transform.scale.max_element() > cube.max_element_size {
cube.scale_direction *= -1.0;
transform.scale = transform.scale.floor();
}
if transform.scale.min_element() < cube.min_element_size {
cube.scale_direction *= -1.0;
transform.scale = transform.scale.ceil();
cube.scale_direction = cube.scale_direction.zxy();
}
}
}
fn scale_cube(mut cubes: Query<(&mut Transform, &Scaling)>, timer: Res<Time>) {
for (mut transform, cube) in &mut cubes {
transform.scale += cube.scale_direction * cube.scale_speed * timer.delta_secs();
}
}