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https://github.com/bevyengine/bevy
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81b53d15d4
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.
37 lines
1.2 KiB
Rust
37 lines
1.2 KiB
Rust
use bevy::prelude::*;
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/// This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher
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/// will result in smoother edges, but it will also increase the cost to render those edges. The
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/// range should generally be somewhere between 1 (no multi sampling, but cheap) to 8 (crisp but
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/// expensive)
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fn main() {
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App::build()
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.insert_resource(Msaa { samples: 4 })
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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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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// cube
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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..Default::default()
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});
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// light
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commands.spawn_bundle(LightBundle {
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..Default::default()
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});
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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