bevy/examples/android/android.rs
Carter Anderson 7628f4a64e
combine bevy_ecs and bevy_hecs crates. rename XComponents to XBundle (#863)
combine bevy_ecs and bevy_hecs crates. rename XComponents to XBundle
2020-11-15 20:32:23 -08:00

45 lines
1.4 KiB
Rust

use bevy::prelude::*;
// the `bevy_main` proc_macro generates the required android boilerplate
#[bevy_main]
fn main() {
App::build()
.add_resource(Msaa { samples: 2 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.run();
}
/// set up a simple 3D scene
fn setup(
commands: &mut Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// add entities to the world
commands
// plane
.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..Default::default()
})
// cube
.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_translation(Vec3::new(0.0, 1.0, 0.0)),
..Default::default()
})
// light
.spawn(LightBundle {
transform: Transform::from_translation(Vec3::new(4.0, 8.0, 4.0)),
..Default::default()
})
// camera
.spawn(Camera3dBundle {
transform: Transform::from_translation(Vec3::new(-3.0, 5.0, 8.0))
.looking_at(Vec3::default(), Vec3::unit_y()),
..Default::default()
});
}