use std::f32::consts::{PI, TAU}; use bevy::{ prelude::{ shape::{Cube, Plane, Torus}, *, }, 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) .add_plugin(OutlinePlugin) .add_startup_system(setup) .add_system(close_on_esc) .add_system(wobble) .add_system(orbit) .run(); } #[derive(Component)] struct Wobbles; #[derive(Component)] struct Orbits; fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // Add cube with generated outline normals let mut cube_mesh = Mesh::from(Cube { size: 1.0 }); cube_mesh.generate_outline_normals().unwrap(); commands .spawn(PbrBundle { mesh: meshes.add(cube_mesh), material: materials.add(Color::rgb(0.1, 0.1, 0.9).into()), transform: Transform::from_xyz(0.0, 1.0, 0.0), ..default() }) .insert(OutlineBundle { outline: OutlineVolume { visible: true, colour: Color::rgba(0.0, 1.0, 0.0, 1.0), width: 25.0, }, ..default() }) .insert(Wobbles); // Add torus using the regular surface normals for outlining commands .spawn(PbrBundle { mesh: meshes.add(Mesh::from(Torus { radius: 0.3, ring_radius: 0.1, subdivisions_segments: 20, subdivisions_sides: 10, })), material: materials.add(Color::rgb(0.9, 0.1, 0.1).into()), transform: Transform::from_xyz(0.0, 1.2, 2.0) .with_rotation(Quat::from_rotation_x(0.5 * PI)), ..default() }) .insert(OutlineBundle { outline: OutlineVolume { visible: true, colour: Color::rgba(1.0, 0.0, 1.0, 0.3), width: 15.0, }, ..default() }) .insert(Orbits); // 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 wobble(mut query: Query<&mut Transform, With>, timer: Res