//! Illustrates the use of vertex colors. use bevy::{prelude::*, render::mesh::VertexAttributeValues}; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))), MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))), )); // cube // Assign vertex colors based on vertex positions let mut colorful_cube = Mesh::from(Cuboid::default()); if let Some(VertexAttributeValues::Float32x3(positions)) = colorful_cube.attribute(Mesh::ATTRIBUTE_POSITION) { let colors: Vec<[f32; 4]> = positions .iter() .map(|[r, g, b]| [(1. - *r) / 2., (1. - *g) / 2., (1. - *b) / 2., 1.]) .collect(); colorful_cube.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors); } commands.spawn(( Mesh3d(meshes.add(colorful_cube)), // This is the default color, but note that vertex colors are // multiplied by the base color, so you'll likely want this to be // white if using vertex colors. MeshMaterial3d(materials.add(Color::srgb(1., 1., 1.))), Transform::from_xyz(0.0, 0.5, 0.0), )); // Light commands.spawn(( PointLight { shadows_enabled: true, ..default() }, Transform::from_xyz(4.0, 5.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y), )); // Camera commands.spawn(( Camera3d::default(), Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), )); }