//! This example demonstrates the built-in 3d shapes in Bevy. //! The scene includes a patterned texture and a rotation for visualizing the normals and UVs. use std::f32::consts::PI; use bevy::{ color::palettes::basic::SILVER, prelude::*, render::{ render_asset::RenderAssetUsages, render_resource::{Extent3d, TextureDimension, TextureFormat}, }, }; fn main() { App::new() .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) .add_systems(Startup, setup) .add_systems(Update, rotate) .run(); } /// A marker component for our shapes so we can query them separately from the ground plane #[derive(Component)] struct Shape; const X_EXTENT: f32 = 12.0; fn setup( mut commands: Commands, mut meshes: ResMut>, mut images: ResMut>, mut materials: ResMut>, ) { let debug_material = materials.add(StandardMaterial { base_color_texture: Some(images.add(uv_debug_texture())), ..default() }); let shapes = [ meshes.add(Cuboid::default()), meshes.add(Tetrahedron::default()), meshes.add(Capsule3d::default()), meshes.add(Torus::default()), meshes.add(Cylinder::default()), meshes.add(Cone::default()), meshes.add(Sphere::default().mesh().ico(5).unwrap()), meshes.add(Sphere::default().mesh().uv(32, 18)), ]; let num_shapes = shapes.len(); for (i, shape) in shapes.into_iter().enumerate() { commands.spawn(( PbrBundle { mesh: shape, material: debug_material.clone(), transform: Transform::from_xyz( -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT, 2.0, 0.0, ) .with_rotation(Quat::from_rotation_x(-PI / 4.)), ..default() }, Shape, )); } commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, intensity: 10_000_000., range: 100.0, shadow_depth_bias: 0.2, ..default() }, transform: Transform::from_xyz(8.0, 16.0, 8.0), ..default() }); // ground plane commands.spawn(PbrBundle { mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)), material: materials.add(Color::from(SILVER)), ..default() }); commands.spawn(Camera3dBundle { transform: Transform::from_xyz(0.0, 6., 12.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y), ..default() }); } fn rotate(mut query: Query<&mut Transform, With>, time: Res