use bevy::{
pbr::wireframe::{Wireframe, WireframePlugin},
prelude::*,
};
use bevy_copperfield::{
mesh::vertex_ops,
mesh_builders::HalfEdgeMeshBuilder,
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, WireframePlugin))
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Circle::new(4.0))),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
));
let mut cube = Cuboid::new(1.0, 1.0, 1.0).procgen();
cube.is_smooth = false;
let vertex = cube.goto(Vec3::ONE).vertex();
vertex_ops::chamfer(&mut cube, vertex, 0.25);
cube.calculate_uvs();
commands.spawn((
Wireframe,
Mesh3d(meshes.add(&cube)),
MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
Transform::from_xyz(0.0, 0.5, 0.0),
));
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
fn update(time: Res<Time>, mut camera: Query<&mut Transform, With<Camera>>) {
let (x, z) = time.elapsed_secs().sin_cos();
let pos = Vec3 { x, y: 0.45, z } * 10.0;
let mut transform = camera.single_mut();
transform.translation = pos;
transform.look_at(Vec3::ZERO, Vec3::Y);
}