use bevy::{ prelude::*, render::wireframe::{Wireframe, WireframeConfig, WireframePlugin}, wgpu::{WgpuFeature, WgpuFeatures, WgpuOptions}, }; fn main() { App::build() .insert_resource(Msaa { samples: 4 }) .insert_resource(WgpuOptions { features: WgpuFeatures { // The Wireframe requires NonFillPolygonMode feature features: vec![WgpuFeature::NonFillPolygonMode], }, ..Default::default() }) .add_plugins(DefaultPlugins) .add_plugin(WireframePlugin) .add_startup_system(setup.system()) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut wireframe_config: ResMut, mut meshes: ResMut>, mut materials: ResMut>, ) { // To draw the wireframe on all entities, set this to 'true' wireframe_config.global = false; // plane commands.spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })), material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), ..Default::default() }); // cube commands .spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..Default::default() }) // This enables wireframe drawing on this entity .insert(Wireframe); // light commands.spawn_bundle(PointLightBundle { transform: Transform::from_xyz(4.0, 8.0, 4.0), ..Default::default() }); // camera commands.spawn_bundle(PerspectiveCameraBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..Default::default() }); }