bevy/examples/3d/msaa.rs
Carter Anderson 81b53d15d4 Make Commands and World apis consistent (#1703)
Resolves #1253 #1562

This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder.

In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions.

I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
2021-03-23 00:23:40 +00:00

37 lines
1.2 KiB
Rust

use bevy::prelude::*;
/// This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher
/// will result in smoother edges, but it will also increase the cost to render those edges. The
/// range should generally be somewhere between 1 (no multi sampling, but cheap) to 8 (crisp but
/// expensive)
fn main() {
App::build()
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// cube
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
..Default::default()
});
// light
commands.spawn_bundle(LightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..Default::default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}