use bevy::{asset, prelude::*}; fn main() { AppBuilder::new().add_defaults().setup_world(setup).run(); } fn setup(world: &mut World) { let cube_handle = { let mut mesh_storage = world.resources.get_mut::>().unwrap(); mesh_storage.add(Mesh::load(MeshType::Cube)) }; let texture_handle = { let mut texture_storage = world.resources.get_mut::>().unwrap(); let texture = Texture::load(TextureType::Data(asset::create_texels(256), 256, 256)); texture_storage.add(texture) }; world .build() // cube .add_archetype(MeshEntity { mesh: cube_handle, material: StandardMaterial { albedo: texture_handle.into(), }, translation: Translation::new(0.0, 0.0, 1.0), ..Default::default() }) // light .add_archetype(LightEntity { translation: Translation::new(4.0, -4.0, 5.0), ..Default::default() }) // camera .add_archetype(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(); }