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simple_visual.rs
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use bevy::prelude::*;
use bevy_dexterous_developer::*;
reloadable_main!( bevy_main(initial_plugins) {
App::new()
.add_plugins(initial_plugins.initialize::<DefaultPlugins>())
.setup_reloadable_elements::<reloadable>()
.run();
});
#[derive(Component)]
struct Resetabble;
reloadable_scope!(reloadable(app) {
println!("Adding Setup To List");
app.reset_setup::<Resetabble, _>(setup);
});
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
println!("Running Setup");
// circular base
commands.spawn((
Resetabble,
PbrBundle {
mesh: meshes.add(Circle::new(5.0)),
material: materials.add(Color::LinearRgba(LinearRgba::GREEN)),
transform: Transform::from_rotation(Quat::from_rotation_x(
-std::f32::consts::FRAC_PI_2,
)),
..default()
},
));
// cube
commands.spawn((
Resetabble,
PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::srgb_u8(124, 144, 255)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
},
));
// light
commands.spawn((
Resetabble,
PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
},
));
// camera
commands.spawn((
Resetabble,
Camera3dBundle {
transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
));
}