Files

60 lines
2.0 KiB
Rust

//! A simple 3D scene with light shining over a cube sitting on a plane.
use bevy::{prelude::*, render::pipelined_rendering::PipelinedRenderingPlugin};
use bevy_mod_openxr::{add_xr_plugins, resources::OxrSessionConfig};
use openxr::EnvironmentBlendMode;
fn main() -> AppExit {
App::new()
.add_plugins(add_xr_plugins(
// Disabling Pipelined Rendering should reduce latency a little bit for button inputs
// and increase accuracy for hand tracking, controller positions and similar,
// the views are updated right before rendering so they are as accurate as possible
DefaultPlugins.build().disable::<PipelinedRenderingPlugin>(),
))
.insert_resource(OxrSessionConfig {
blend_mode_preference: vec![
EnvironmentBlendMode::ALPHA_BLEND,
EnvironmentBlendMode::ADDITIVE,
EnvironmentBlendMode::OPAQUE,
],
..default()
})
.add_plugins(bevy_mod_xr::hand_debug_gizmos::HandGizmosPlugin)
.add_systems(Startup, setup)
.insert_resource(ClearColor(Color::NONE))
.run()
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// 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
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}