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)); world .build() // cube .add_entity(MeshEntity { mesh: cube_handle, material: StandardMaterial { albedo: math::vec4(0.5, 0.3, 0.3, 1.0).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), ..Default::default() }) // 3d 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), )), }) // 2d camera .add_entity(Camera2dEntity { camera: Camera::new(CameraType::Orthographic { left: 0.0, right: 0.0, bottom: 0.0, top: 0.0, near: 0.0, far: 1.0, }), active_camera_2d: ActiveCamera2d, }) // bottom left anchor with vertical fill .add_entity(UiEntity { node: Node::new( math::vec2(0.0, 0.0), Anchors::new(0.0, 0.0, 0.0, 1.0), Margins::new(10.0, 200.0, 10.0, 10.0), math::vec4(0.1, 0.1, 0.1, 1.0), ), }) // top right anchor with vertical fill .add_entity(UiEntity { node: Node::new( math::vec2(0.0, 0.0), Anchors::new(1.0, 1.0, 0.0, 1.0), Margins::new(10.0, 100.0, 50.0, 100.0), math::vec4(0.1, 0.1, 0.1, 1.0), ), }) // render order test: reddest in the back, whitest in the front .add_entity(UiEntity { node: Node::new( math::vec2(75.0, 75.0), Anchors::new(0.5, 0.5, 0.5, 0.5), Margins::new(0.0, 100.0, 0.0, 100.0), math::vec4(1.0, 0.1, 0.1, 1.0), ), }) .add_entity(UiEntity { node: Node::new( math::vec2(50.0, 50.0), Anchors::new(0.5, 0.5, 0.5, 0.5), Margins::new(0.0, 100.0, 0.0, 100.0), math::vec4(1.0, 0.3, 0.3, 1.0), ), }) .add_entity(UiEntity { node: Node::new( math::vec2(100.0, 100.0), Anchors::new(0.5, 0.5, 0.5, 0.5), Margins::new(0.0, 100.0, 0.0, 100.0), math::vec4(1.0, 0.5, 0.5, 1.0), ), }) .add_entity(UiEntity { node: Node::new( math::vec2(150.0, 150.0), Anchors::new(0.5, 0.5, 0.5, 0.5), Margins::new(0.0, 100.0, 0.0, 100.0), math::vec4(1.0, 0.7, 0.7, 1.0), ), }) // parenting .add_entity(UiEntity { node: Node::new( math::vec2(300.0, 300.0), Anchors::new(0.0, 0.0, 0.0, 0.0), Margins::new(0.0, 200.0, 0.0, 200.0), math::vec4(0.1, 0.1, 1.0, 1.0), ), }) .add_children(|child_builder| { child_builder.add_entity(UiEntity { node: Node::new( math::vec2(0.0, 0.0), Anchors::new(0.0, 1.0, 0.0, 1.0), Margins::new(20.0, 20.0, 20.0, 20.0), math::vec4(0.6, 0.6, 1.0, 1.0), ), }) }) // alpha test .add_entity(UiEntity { node: Node::new( math::vec2(200.0, 200.0), Anchors::new(0.5, 0.5, 0.5, 0.5), Margins::new(0.0, 100.0, 0.0, 100.0), math::vec4(1.0, 0.9, 0.9, 0.4), ), }) .build(); }