use bevy::{color::palettes::css::RED, prelude::*};
use bevy_polyline::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(PolylinePlugin)
.add_systems(Startup, setup)
.add_systems(Update, rotator_system)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut standard_materials: ResMut<Assets<StandardMaterial>>,
mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
mut polylines: ResMut<Assets<Polyline>>,
) {
commands.spawn(PolylineBundle {
polyline: PolylineHandle(polylines.add(Polyline {
vertices: vec![
Vec3::new(-0.5, -0.5, -0.5),
Vec3::new(0.5, -0.5, -0.5),
Vec3::new(0.5, 0.5, -0.5),
Vec3::new(-0.5, 0.5, -0.5),
Vec3::new(-0.5, 0.5, 0.5),
Vec3::new(0.5, 0.5, 0.5),
Vec3::new(0.5, -0.5, 0.5),
Vec3::new(-0.5, -0.5, 0.5),
],
})),
material: PolylineMaterialHandle(polyline_materials.add(PolylineMaterial {
width: 2.0,
color: RED.into(),
perspective: false,
depth_bias: -0.0002,
})),
..Default::default()
});
commands.spawn((
Mesh3d(meshes.add(Circle::new(4.0))),
MeshMaterial3d(standard_materials.add(Color::WHITE)),
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2))
.with_translation(Vec3::new(0.0, -0.5, 0.0)),
));
commands.spawn((
Mesh3d(meshes.add(Cuboid::from_size(Vec3::ONE))),
MeshMaterial3d(standard_materials.add(Color::srgb_u8(124, 144, 255))),
Transform::from_xyz(0.0, 0.0, 0.0),
));
commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 8.0, 4.0)));
commands.spawn((
Camera3d::default(),
Msaa::Sample4,
Transform::from_xyz(-2.0, 2.5, -5.0).looking_at(Vec3::ZERO, Vec3::Y),
Rotates,
));
}
#[derive(Component)]
struct Rotates;
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotates>>) {
for mut transform in query.iter_mut() {
*transform = Transform::from_rotation(Quat::from_rotation_y(
(4.0 * std::f32::consts::PI / 20.0) * time.delta_secs(),
)) * *transform;
}
}