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@ChristopherBiscardi
Created June 28, 2025 22:24
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double sided, no backface culling
use std::f32::consts::PI;
use bevy::prelude::*;
fn main() -> AppExit {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, startup)
.add_systems(FixedUpdate, update)
.run()
}
#[derive(Component)]
struct Rotate;
fn startup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(
meshes.add(Plane3d::new(
Vec3::Y,
Vec2::splat(10.),
)),
),
MeshMaterial3d(materials.add(StandardMaterial {
cull_mode: None,
double_sided: true,
..default()
})),
Transform::from_rotation(Quat::from_rotation_x(
-std::f32::consts::FRAC_PI_2,
)),
Rotate,
));
// 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),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.5, 4.5, 9.0)
.looking_at(Vec3::ZERO, Vec3::Y),
));
}
fn update(
mut query: Query<&mut Transform, With<Rotate>>,
time: Res<Time>,
) {
for mut transform in &mut query {
transform.rotate_x(PI * time.delta_secs());
}
}
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