//! Shows how to render simple primitive shapes with a single color. //! //! You can toggle wireframes with the space bar except on wasm. Wasm does not support //! `POLYGON_MODE_LINE` on the gpu. use bevy::prelude::*; #[cfg(not(target_arch = "wasm32"))] use bevy::sprite::{Wireframe2dConfig, Wireframe2dPlugin}; fn main() { let mut app = App::new(); app.add_plugins(( DefaultPlugins, #[cfg(not(target_arch = "wasm32"))] Wireframe2dPlugin, )) .add_systems(Startup, setup); #[cfg(not(target_arch = "wasm32"))] app.add_systems(Update, toggle_wireframe); app.run(); } const X_EXTENT: f32 = 900.; fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { commands.spawn(Camera2d); let shapes = [ meshes.add(Circle::new(50.0)), meshes.add(CircularSector::new(50.0, 1.0)), meshes.add(CircularSegment::new(50.0, 1.25)), meshes.add(Ellipse::new(25.0, 50.0)), meshes.add(Annulus::new(25.0, 50.0)), meshes.add(Capsule2d::new(25.0, 50.0)), meshes.add(Rhombus::new(75.0, 100.0)), meshes.add(Rectangle::new(50.0, 100.0)), meshes.add(RegularPolygon::new(50.0, 6)), meshes.add(Triangle2d::new( Vec2::Y * 50.0, Vec2::new(-50.0, -50.0), Vec2::new(50.0, -50.0), )), ]; let num_shapes = shapes.len(); for (i, shape) in shapes.into_iter().enumerate() { // Distribute colors evenly across the rainbow. let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7); commands.spawn(( Mesh2d(shape), MeshMaterial2d(materials.add(color)), Transform::from_xyz( // Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2. -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT, 0.0, 0.0, ), )); } #[cfg(not(target_arch = "wasm32"))] commands.spawn(( Text::new("Press space to toggle wireframes"), Node { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }, )); } #[cfg(not(target_arch = "wasm32"))] fn toggle_wireframe( mut wireframe_config: ResMut, keyboard: Res>, ) { if keyboard.just_pressed(KeyCode::Space) { wireframe_config.global = !wireframe_config.global; } }