A sphere is a ball-shape object.
One of the spheres in Bevy is UVSphere.
commands.spawn(PbrBundle {
mesh: meshes
.add(
UVSphere {
radius: 0.5,
..default()
}
.into(),
)
.into(),
..default()
});
We can set the radius of the UVSphere.
We set our camera position to (0, 0, 3)
and make it looking at the origin.
The full code is as follows:
use bevy::{
app::{App, Startup},
asset::Assets,
core_pipeline::core_3d::Camera3dBundle,
ecs::system::{Commands, ResMut},
math::Vec3,
pbr::{PbrBundle, PointLightBundle, StandardMaterial},
render::mesh::{shape::UVSphere, Mesh},
transform::components::Transform,
utils::default,
DefaultPlugins,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0., 0., 3.).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes
.add(
UVSphere {
radius: 0.5,
..default()
}
.into(),
)
.into(),
material: materials.add(StandardMaterial::default()).into(),
..default()
});
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(2., 2., 1.),
..default()
});
}
Result:
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