mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
3a6f6de277
System Inputs, Outputs, Chaining, and Registration Ergo
45 lines
1.4 KiB
Rust
45 lines
1.4 KiB
Rust
use bevy::prelude::*;
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// the `bevy_main` proc_macro generates the required android boilerplate
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#[bevy_main]
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 2 })
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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commands: &mut Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// add entities to the world
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commands
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// plane
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.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..Default::default()
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})
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// cube
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.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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transform: Transform::from_translation(Vec3::new(0.0, 1.0, 0.0)),
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..Default::default()
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})
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// light
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.spawn(LightBundle {
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transform: Transform::from_translation(Vec3::new(4.0, 8.0, 4.0)),
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..Default::default()
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})
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// camera
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.spawn(Camera3dBundle {
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transform: Transform::from_translation(Vec3::new(-3.0, 5.0, 8.0))
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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});
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}
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