bevy/examples/android/android.rs

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use bevy::prelude::*;
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// the `bevy_main` proc_macro generates the required android boilerplate
#[bevy_main]
fn main() {
App::build()
.add_resource(Msaa { samples: 2 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
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.run();
}
/// set up a simple 3D scene
fn setup(
commands: &mut Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// add entities to the world
commands
// plane
.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..Default::default()
})
// cube
.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..Default::default()
})
// light
.spawn(LightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..Default::default()
})
// camera
.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0)
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.looking_at(Vec3::default(), Vec3::unit_y()),
..Default::default()
});
}