use bevy::prelude::*;
use bevy_single_variable_function_mesh::SingleVariableFunctionMesh;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn circle(x: f32) -> f32 {
(1.0 - x.powf(2.0)).powf(0.5)
}
fn squircle(x: f32) -> f32 {
(1.0 - (x).abs().powf(4.0)).powf(0.25)
}
fn straight(_x: f32) -> f32 {
1.0
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(SingleVariableFunctionMesh {
f1: |_x: f32| -> f32 { 10.0 },
f1_x_start: -10.0,
f1_x_end: 10.0,
f2_x_start: 0.0,
f2_x_end: 0.0,
..default()
})),
MeshMaterial3d(materials.add(StandardMaterial::default())),
Transform::from_xyz(0.0, 0.0, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(SingleVariableFunctionMesh {
f1: squircle,
f2_x_start: 0.0,
f2_x_end: 0.0,
..default()
})),
MeshMaterial3d(materials.add(StandardMaterial::default())),
Transform::from_xyz(-4.0, 1.0, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(SingleVariableFunctionMesh {
f1: squircle,
f2: |x: f32| -> f32 { (1.0 - (x * 5.0).abs().powf(4.0)).powf(0.25) },
f2_x_start: -0.2,
f2_x_end: 0.2,
..default()
})),
MeshMaterial3d(materials.add(StandardMaterial::default())),
Transform::from_xyz(-2.0, 1.0, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(SingleVariableFunctionMesh {
f1: circle,
f2: straight,
..default()
})),
MeshMaterial3d(materials.add(StandardMaterial::default())),
Transform::from_xyz(0.0, 1.0, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(SingleVariableFunctionMesh {
f1: circle,
f2: circle,
..default()
})),
MeshMaterial3d(materials.add(StandardMaterial::default())),
Transform::from_xyz(2.0, 1.0, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(SingleVariableFunctionMesh {
f2: |x: f32| -> f32 { -0.5 * x + 0.5 },
..default()
})),
MeshMaterial3d(materials.add(StandardMaterial::default())),
Transform::from_xyz(4.0, 1.0, 0.0),
));
commands.spawn((
PointLight {
shadow_maps_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 8.0, 9.0).looking_at(Vec3::ZERO, Vec3::ZERO),
));
}