 81b53d15d4
			
		
	
	
		81b53d15d4
		
	
	
	
	
		
			
			Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
		
			
				
	
	
		
			38 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			38 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
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| 
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| /// This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher
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| /// will result in smoother edges, but it will also increase the cost to render those edges. The
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| /// range should generally be somewhere between 1 (no multi sampling, but cheap) to 8 (crisp but
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| /// expensive)
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| fn main() {
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|     App::build()
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|         .insert_resource(Msaa { samples: 4 })
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup.system())
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|         .run();
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| }
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| 
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| /// set up a simple 3D scene
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     // cube
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
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|         material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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|         ..Default::default()
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|     });
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|     // light
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|     commands.spawn_bundle(LightBundle {
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|         transform: Transform::from_xyz(4.0, 8.0, 4.0),
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|         ..Default::default()
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|     });
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|     // camera
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..Default::default()
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|     });
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| }
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