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