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https://github.com/bevyengine/bevy
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57f9ac18d7
* add normalized orthographic projection * custom scale for ScaledOrthographicProjection * allow choosing base axis for ScaledOrthographicProjection * cargo fmt * add general (scaled) orthographic camera bundle FIXME: does the same "far" trick from Camera2DBundle make any sense here? * fixes * camera bundles: rename and new ortho constructors * unify orthographic projections * give PerspectiveCameraBundle constructors like those of OrthographicCameraBundle * update examples with new camera bundle syntax * rename CameraUiBundle to UiCameraBundle * update examples * ScalingMode::None * remove extra blank lines * sane default bounds for orthographic projection * fix alien_cake_addict example * reorder ScalingMode enum variants * ios example fix
38 lines
1.3 KiB
Rust
38 lines
1.3 KiB
Rust
use bevy::prelude::*;
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/// Hot reloading allows you to modify assets on disk and they will be "live reloaded" while your game is running.
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/// This lets you immediately see the results of your changes without restarting the game.
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/// This example illustrates hot reloading mesh changes.
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.run();
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}
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fn setup(commands: &mut Commands, asset_server: Res<AssetServer>) {
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// Load our mesh:
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let scene_handle = asset_server.load("models/monkey/Monkey.gltf#Scene0");
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// Tell the asset server to watch for asset changes on disk:
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asset_server.watch_for_changes().unwrap();
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// Any changes to the mesh will be reloaded automatically! Try making a change to Monkey.gltf.
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// You should see the changes immediately show up in your app.
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// Add entities to the world:
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commands
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// mesh
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.spawn_scene(scene_handle)
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// light
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.spawn(LightBundle {
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transform: Transform::from_xyz(4.0, 5.0, 4.0),
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..Default::default()
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})
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// camera
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(2.0, 2.0, 6.0)
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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});
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}
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