use bevy::prelude::*;
use bevy_inspector_egui::{Inspectable, InspectorPlugin};
#[derive(Inspectable, Default)]
struct Data {
cube: Option<Entity>,
}
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_plugin(InspectorPlugin::<Data>::new())
.add_startup_system(setup.system())
.run();
}
struct Cube;
fn setup(
mut commands: Commands,
mut data: ResMut<Data>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..Default::default()
});
let cube = commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::ALICE_BLUE.into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..Default::default()
})
.insert(Cube)
.id();
data.cube = Some(cube);
commands.spawn_bundle(LightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..Default::default()
});
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::default(), Vec3::Y),
..Default::default()
});
}