mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
726eb37198
z = 0 is now "farthest back" and z=1000 "farthest forward"
56 lines
1.7 KiB
Rust
56 lines
1.7 KiB
Rust
use bevy::prelude::*;
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/// Hot reloading allows you to modify assets on disk and they will be "live reloaded" while your game is running.
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/// This lets you immediately see the results of your changes without restarting the game.
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fn main() {
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App::build()
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.add_default_plugins()
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.add_startup_system(setup.system())
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Load our mesh:
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let mesh_handle = asset_server
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.load("assets/models/monkey/Monkey.gltf")
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.unwrap();
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// Tell the asset server to watch for asset changes on disk:
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asset_server.watch_for_changes().unwrap();
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// Any changes to the mesh will be reloaded automatically! Try making a change to Monkey.gltf.
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// You should see the changes immediately show up in your app.
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// Create a material for the mesh:
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let material_handle = materials.add(StandardMaterial {
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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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});
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// Add entities to the world:
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commands
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// mesh
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.spawn(PbrComponents {
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mesh: mesh_handle,
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material: material_handle,
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..Default::default()
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})
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// light
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.spawn(LightComponents {
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translation: Translation::new(4.0, 5.0, 4.0),
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..Default::default()
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})
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// camera
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.spawn(Camera3dComponents {
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(2.0, 2.0, 6.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 1.0, 0.0),
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)),
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..Default::default()
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});
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}
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