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https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
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.
58 lines
1.9 KiB
Rust
58 lines
1.9 KiB
Rust
use bevy::{
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prelude::*,
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render::wireframe::{Wireframe, WireframeConfig, WireframePlugin},
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wgpu::{WgpuFeature, WgpuFeatures, WgpuOptions},
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};
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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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.insert_resource(WgpuOptions {
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features: WgpuFeatures {
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// The Wireframe requires NonFillPolygonMode feature
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features: vec![WgpuFeature::NonFillPolygonMode],
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},
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..Default::default()
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})
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.add_plugins(DefaultPlugins)
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.add_plugin(WireframePlugin)
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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 wireframe_config: ResMut<WireframeConfig>,
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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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// To draw the wireframe on all entities, set this to 'true'
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wireframe_config.global = false;
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// plane
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..Default::default()
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});
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// cube
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..Default::default()
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})
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// This enables wireframe drawing on this entity
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.insert(Wireframe);
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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(-2.0, 2.5, 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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