use bevy::{pbr::PointLightBundle, prelude::*};
use bevy_polyline::prelude::*;
fn main() {
App::new()
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_plugin(PolylinePlugin)
.add_startup_system(setup)
.add_system(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: 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),
],
..Default::default()
}),
material: polyline_materials.add(PolylineMaterial {
width: 2.0,
color: Color::RED,
perspective: false,
depth_bias: -0.0002,
..Default::default()
}),
..Default::default()
});
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
material: standard_materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
transform: Transform::from_xyz(0.0, -0.5, 0.0),
..Default::default()
});
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: standard_materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
..Default::default()
});
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..Default::default()
});
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, -5.0).looking_at(Vec3::ZERO, Vec3::Y),
..Camera3dBundle::default()
},
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_seconds(),
)) * *transform;
}
}