@@ -14,6 +14,7 @@ use bevy_ecs::bundle::Bundle;
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use bevy_transform:: components:: { GlobalTransform , Transform } ;
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/// A component bundle for "mesh" entities
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+ /// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/shader/array_texture.rs)
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#[ derive( Bundle , Default ) ]
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pub struct MeshBundle {
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pub mesh : Handle < Mesh > ,
@@ -28,6 +29,7 @@ pub struct MeshBundle {
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/// Component bundle for camera entities with perspective projection
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///
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/// Use this for 3D rendering.
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+ /// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/3d/3d_scene.rs)
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#[ derive( Bundle ) ]
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pub struct PerspectiveCameraBundle {
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pub camera : Camera ,
@@ -74,6 +76,8 @@ impl Default for PerspectiveCameraBundle {
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/// Component bundle for camera entities with orthographic projection
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///
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/// Use this for 2D games, isometric games, CAD-like 3D views.
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+ /// [Example usage in 2D.](https://github.com/bevyengine/bevy/blob/latest/examples/3d/orthographic.rs)
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+ /// [Example usage in 3D.](https://github.com/bevyengine/bevy/blob/latest/examples/3d/orthographic.rs)
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#[ derive( Bundle ) ]
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pub struct OrthographicCameraBundle {
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pub camera : Camera ,
@@ -84,6 +88,7 @@ pub struct OrthographicCameraBundle {
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}
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impl OrthographicCameraBundle {
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+ /// [Example usage](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite.rs)
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pub fn new_2d ( ) -> Self {
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// we want 0 to be "closest" and +far to be "farthest" in 2d, so we offset
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// the camera's translation by far and use a right handed coordinate system
@@ -104,6 +109,7 @@ impl OrthographicCameraBundle {
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}
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}
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+ /// [Example usage](https://github.com/bevyengine/bevy/blob/latest/examples/3d/orthographic.rs)
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pub fn new_3d ( ) -> Self {
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OrthographicCameraBundle {
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camera : Camera {
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