use bevy::prelude::*; fn main() { AppBuilder::new().add_defaults().setup_world(setup).run(); } fn setup(world: &mut World) { let cube = Mesh::load(MeshType::Cube); let plane = Mesh::load(MeshType::Plane { size: 10.0 }); let (cube_handle, plane_handle) = { let mut mesh_storage = world.resources.get_mut::>().unwrap(); (mesh_storage.add(cube), mesh_storage.add(plane)) }; world .build() // plane .add_archetype(MeshEntity { mesh: plane_handle.clone(), material: StandardMaterial { albedo: math::vec4(0.1, 0.2, 0.1, 1.0).into(), }, ..Default::default() }) // cube .add_archetype(MeshEntity { mesh: cube_handle.clone(), material: StandardMaterial { albedo: math::vec4(0.5, 0.4, 0.3, 1.0).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), rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0), ..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(); }