use std::f32::consts::TAU; use bevy::{ prelude::{ shape::{Capsule, Plane, Torus, UVSphere}, *, }, window::close_on_esc, }; use bevy_mod_outline::*; #[bevy_main] fn main() { App::new() .insert_resource(Msaa::Sample4) .insert_resource(ClearColor(Color::BLACK)) .add_plugins((DefaultPlugins, OutlinePlugin)) .add_systems(Startup, setup) .add_systems(Update, (close_on_esc, rotates)) .run(); } #[derive(Component)] struct Rotates; fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { let outline = OutlineBundle { outline: OutlineVolume { visible: true, colour: Color::WHITE, width: 10.0, }, stencil: OutlineStencil { offset: 5.0, ..default() }, ..default() }; // Add sphere with child meshes sticking out of it commands .spawn(PbrBundle { mesh: meshes.add( UVSphere { radius: 0.75, sectors: 30, stacks: 30, } .into(), ), material: materials.add(Color::rgb(0.9, 0.1, 0.1).into()), transform: Transform::from_translation(Vec3::new(0.0, 1.0, 0.0)), ..default() }) .insert(outline.clone()) .insert(Rotates) .with_children(|parent| { parent .spawn(PbrBundle { mesh: meshes.add( Capsule { radius: 0.2, rings: 15, depth: 1.0, latitudes: 15, longitudes: 15, ..Default::default() } .into(), ), material: materials.add(Color::rgb(0.1, 0.1, 0.9).into()), transform: Transform::from_rotation(Quat::from_axis_angle(Vec3::X, TAU / 4.0)) .with_translation(Vec3::new(0.0, 0.0, 0.75)), ..default() }) .insert(outline.clone()) .insert(InheritOutlineDepth); parent .spawn(PbrBundle { mesh: meshes.add( Torus { radius: 0.5, ring_radius: 0.1, subdivisions_segments: 30, subdivisions_sides: 15, } .into(), ), material: materials.add(Color::rgb(0.1, 0.1, 0.9).into()), transform: Transform::from_rotation(Quat::from_axis_angle(Vec3::Z, TAU / 4.0)) .with_translation(Vec3::new(0.0, 0.0, -0.75)), ..default() }) .insert(outline.clone()) .insert(InheritOutlineDepth); }); // Add plane, light source, and camera commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(Plane { size: 5.0, subdivisions: 0, })), material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), ..default() }); commands.spawn(PointLightBundle { point_light: PointLight { intensity: 1500.0, shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } fn rotates(mut query: Query<&mut Transform, With>, timer: Res