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Bevy rectangle with border mesh
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fn quad_with_border(size: Vec2, border_size: Vec2, color: &Color, border_color: &Color) -> Mesh { | |
let extent = size / 2.; | |
let inner_extent = (size - border_size) / 2.; | |
let color = color.as_rgba_f32(); | |
let border_color = border_color.as_rgba_f32(); | |
let vertices = [ | |
([-extent.x, -extent.y, 0.0], border_color), | |
([-extent.x, extent.y, 0.0], border_color), | |
([extent.x, extent.y, 0.0], border_color), | |
([extent.x, -extent.y, 0.0], border_color), | |
// | |
([-inner_extent.x, -inner_extent.y, 0.0], color), | |
([-inner_extent.x, inner_extent.y, 0.0], color), | |
([inner_extent.x, inner_extent.y, 0.0], color), | |
([inner_extent.x, -inner_extent.y, 0.0], color), | |
]; | |
let indices = Indices::U32(vec![ | |
0, 2, 1, 0, 3, 2, // | |
4, 6, 5, 4, 7, 6, | |
]); | |
let positions: Vec<_> = vertices.iter().map(|(p, _)| *p).collect(); | |
let colors: Vec<_> = vertices.iter().map(|(_, c)| *c).collect(); | |
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); | |
mesh.set_indices(Some(indices)); | |
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions); | |
mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors); | |
mesh | |
} |
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