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use bevy::prelude::*; |
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fn main() { |
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App::new() |
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.add_plugins(DefaultPlugins) |
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.add_systems(Startup, setup) |
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.add_systems(Update, generate_mesh_system.run_if(run_once)) |
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.run(); |
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} |
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fn setup( |
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mut commands: Commands, |
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asset_server: Res<AssetServer>, |
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mut materials: ResMut<Assets<StandardMaterial>>, |
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meshes: Res<Assets<Mesh>>, |
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) { |
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commands.spawn((Camera3d::default(), Transform::from_xyz(0.0, 0.0, 5.0))); |
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commands.spawn(( |
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DirectionalLight::default(), |
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Transform::default().looking_to(Dir3::new(Vec3::new(-1.0, -1.0, -1.0)).unwrap(), Dir3::Y), |
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)); |
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let material_handle = materials.add(StandardMaterial::default()); |
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commands.spawn(( |
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Transform::from_xyz(-2.0, 0.0, 0.0), |
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MeshMaterial3d(material_handle.clone()), |
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Mesh3d(asset_server.add_async(generate_mesh_async())), |
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)); |
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let mesh_handle = meshes.reserve_handle(); |
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commands.insert_resource(HandleToGenerate(mesh_handle.clone())); |
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commands.spawn(( |
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Transform::from_xyz(2.0, 0.0, 0.0) |
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.with_rotation(Quat::from_rotation_x(50.0f32.to_radians())), |
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Mesh3d(mesh_handle), |
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MeshMaterial3d(material_handle), |
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)); |
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} |
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async fn generate_mesh_async() -> Result<Mesh, std::io::Error> { |
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Ok(Mesh::from(Cone::new(1.0, 2.0))) |
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} |
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#[derive(Resource)] |
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struct HandleToGenerate(Handle<Mesh>); |
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fn generate_mesh_system( |
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handle_to_generate: Res<HandleToGenerate>, |
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mut meshes: ResMut<Assets<Mesh>>, |
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) { |
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let mesh = Mesh::from(Torus::new(0.8, 1.2)); |
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meshes.insert(&handle_to_generate.0, mesh).unwrap(); |
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} |