bevy/examples/simple.rs

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Rust
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use bevy::prelude::*;
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fn main() {
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AppBuilder::new().add_defaults().setup_world(setup).run();
}
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fn setup(world: &mut World) {
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let cube = Mesh::load(MeshType::Cube);
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let plane = Mesh::load(MeshType::Plane { size: 10.0 });
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let (cube_handle, plane_handle) = {
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
(mesh_storage.add(cube), mesh_storage.add(plane))
};
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world
.build()
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// plane
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.add_archetype(MeshEntity {
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mesh: plane_handle.clone(),
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material: StandardMaterial {
albedo: math::vec4(0.1, 0.2, 0.1, 1.0),
everything_is_red: false,
},
..Default::default()
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})
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// tan cube
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.add_archetype(MeshEntity {
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mesh: cube_handle.clone(),
material: StandardMaterial {
albedo: math::vec4(0.5, 0.4, 0.3, 1.0),
everything_is_red: false,
},
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translation: Translation::new(0.0, 0.0, 1.0),
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..Default::default()
})
// red cube
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.add_archetype(MeshEntity {
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mesh: cube_handle.clone(),
material: StandardMaterial {
albedo: math::vec4(0.5, 0.4, 0.3, 1.0),
everything_is_red: true,
},
translation: Translation::new(3.0, 0.0, 1.0),
..Default::default()
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})
// light
.add_archetype(LightEntity {
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translation: Translation::new(4.0, -4.0, 5.0),
rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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..Default::default()
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})
// camera
.add_archetype(CameraEntity {
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camera: Camera::new(CameraType::Projection {
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fov: std::f32::consts::PI / 4.0,
near: 1.0,
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far: 1000.0,
aspect_ratio: 1.0,
}),
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active_camera: ActiveCamera,
local_to_world: LocalToWorld(Mat4::look_at_rh(
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
)),
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})
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.build();
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}