use std::f32::consts::PI; use bevy::{prelude::*, window::close_on_esc}; use bevy_mod_outline::{ AutoGenerateOutlineNormalsPlugin, OutlineBundle, OutlinePlugin, OutlineVolume, }; #[derive(Resource)] struct Fox(Handle); fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugin(OutlinePlugin) .add_plugin(AutoGenerateOutlineNormalsPlugin) .insert_resource(AmbientLight { color: Color::WHITE, brightness: 1.0, }) .add_startup_system(setup) .add_system(setup_scene_once_loaded) .add_system(close_on_esc) .run(); } fn setup( mut commands: Commands, asset_server: Res, mut meshes: ResMut>, mut materials: ResMut>, ) { // Insert a resource with the current animation commands.insert_resource(Fox(asset_server.load("Fox.glb#Animation0"))); // Camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(100.0, 100.0, 150.0) .looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y), ..default() }); // Plane commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Plane { size: 500000.0 })), material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), ..default() }); // Light commands.spawn(DirectionalLightBundle { transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), directional_light: DirectionalLight { shadows_enabled: true, ..default() }, ..default() }); // Fox commands.spawn(SceneBundle { scene: asset_server.load("Fox.glb#Scene0"), ..default() }); } // Once the scene is loaded, start the animation and add an outline fn setup_scene_once_loaded( mut commands: Commands, animation: Res, mut player: Query<&mut AnimationPlayer>, entities: Query>>, mut done: Local, ) { if !*done { if let Ok(mut player) = player.get_single_mut() { player.play(animation.0.clone_weak()).repeat(); for entity in entities.iter() { commands.entity(entity).insert(OutlineBundle { outline: OutlineVolume { visible: true, width: 3.0, colour: Color::RED, }, ..default() }); } *done = true; } } }