//! A simple 3D scene with light shining over a cube sitting on a plane. use bevy::{ pbr::wireframe::{Wireframe, WireframePlugin}, prelude::*, }; use bevy_copperfield::{ mesh::vertex_ops, mesh_builders::HalfEdgeMeshBuilder, }; // use bevy_copperfield::{mesh::{vertex_ops::chamfer, VertexId}, mesh_builders::HalfEdgeMeshBuilder}; fn main() { App::new() .add_plugins((DefaultPlugins, WireframePlugin)) .add_systems(Startup, setup) .add_systems(Update, update) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // circular base commands.spawn(( Mesh3d(meshes.add(Circle::new(4.0))), MeshMaterial3d(materials.add(Color::WHITE)), Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)), )); // cube let mut cube = Cuboid::new(1.0, 1.0, 1.0).procgen(); cube.is_smooth = false; let vertex = cube.goto(Vec3::ONE).vertex(); vertex_ops::chamfer(&mut cube, vertex, 0.25); // chamfer(&mut cube, vertex, 0.1).unwrap(); // let other_vertex = cube.goto(Vec3{x:-0.5, y:0.5, z:0.5}).get_vertex().unwrap(); // chamfer(&mut cube, other_vertex, 0.3).unwrap(); cube.calculate_uvs(); commands.spawn(( Wireframe, Mesh3d(meshes.add(&cube)), MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))), Transform::from_xyz(0.0, 0.5, 0.0), )); // light commands.spawn(( PointLight { shadows_enabled: true, ..default() }, Transform::from_xyz(4.0, 8.0, 4.0), )); // camera commands.spawn(( Camera3d::default(), Transform::from_xyz(2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y), )); } fn update(time: Res