update testbeds to bevy 0.14 (#723)
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@@ -25,7 +25,7 @@ pub fn track_mouse_state(
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- Vec2::ONE)
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* Vec2::new(1.0, -1.0);
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let ndc_to_world =
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camera_transform.compute_matrix() * camera.projection_matrix().inverse();
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camera_transform.compute_matrix() * camera.clip_from_view().inverse();
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let ray_pt1 =
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ndc_to_world.project_point3(Vec3::new(ndc_cursor.x, ndc_cursor.y, -1.0));
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@@ -44,7 +44,7 @@ impl EntityWithGraphics {
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#[cfg(feature = "dim2")]
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let selection_material = ColorMaterial {
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color: Color::rgb(1.0, 0.0, 0.0),
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color: Color::from(Srgba::rgb(1.0, 0.0, 0.0)),
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texture: None,
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};
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#[cfg(feature = "dim3")]
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@@ -52,7 +52,7 @@ impl EntityWithGraphics {
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metallic: 0.5,
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perceptual_roughness: 0.5,
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double_sided: true, // TODO: this doesn't do anything?
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..StandardMaterial::from(Color::rgb(1.0, 0.0, 0.0))
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..StandardMaterial::from(Color::from(Srgba::rgb(1.0, 0.0, 0.0)))
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};
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instanced_materials.insert(
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@@ -85,7 +85,7 @@ impl EntityWithGraphics {
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.or_else(|| generate_collider_mesh(shape).map(|m| meshes.add(m)));
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let opacity = 1.0;
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let bevy_color = Color::rgba(color.x, color.y, color.z, opacity);
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let bevy_color = Color::from(Srgba::new(color.x, color.y, color.z, opacity));
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let shape_pos = collider_pos * delta;
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let mut transform = Transform::from_scale(scale);
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transform.translation.x = shape_pos.translation.vector.x as f32;
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@@ -169,11 +169,12 @@ impl EntityWithGraphics {
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if let Some(material) = materials.get_mut(&self.material) {
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#[cfg(feature = "dim2")]
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{
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material.color = Color::rgba(color.x, color.y, color.z, self.opacity);
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material.color = Color::from(Srgba::new(color.x, color.y, color.z, self.opacity));
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}
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#[cfg(feature = "dim3")]
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{
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material.base_color = Color::rgba(color.x, color.y, color.z, self.opacity);
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material.base_color =
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Color::from(Srgba::new(color.x, color.y, color.z, self.opacity));
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}
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}
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self.color = color;
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@@ -429,7 +429,7 @@ impl TestbedApp {
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};
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let mut app = App::new();
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app.insert_resource(ClearColor(Color::rgb(0.15, 0.15, 0.15)))
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app.insert_resource(ClearColor(Color::from(Srgba::rgb(0.15, 0.15, 0.15))))
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.insert_resource(Msaa::Sample4)
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.insert_resource(AmbientLight {
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brightness: 0.3,
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@@ -1600,7 +1600,7 @@ fn highlight_hovered_body(
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cursor.x / window.width() * 2.0 - 1.0,
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1.0 - cursor.y / window.height() * 2.0,
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);
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let ndc_to_world = camera_transform.compute_matrix() * camera.projection_matrix().inverse();
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let ndc_to_world = camera_transform.compute_matrix() * camera.clip_from_view().inverse();
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let ray_pt1 = ndc_to_world.project_point3(Vec3::new(ndc_cursor.x, ndc_cursor.y, -1.0));
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let ray_pt2 = ndc_to_world.project_point3(Vec3::new(ndc_cursor.x, ndc_cursor.y, 1.0));
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let ray_dir = ray_pt2 - ray_pt1;
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