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