use bevy::prelude::*; fn main() { App::build() .add_resource(Msaa { samples: 4 }) .add_default_plugins() .add_startup_system(setup.system()) .run(); } fn setup( mut commands: Commands, asset_server: Res, mut materials: ResMut>, ) { // add entities to the world commands // mesh .spawn(PbrComponents { // load a mesh from glTF mesh: asset_server .load("assets/models/monkey/Monkey.gltf") .unwrap(), // create a material for the mesh material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()), transform: Transform::from_translation(Vec3::new(-1.5, 0.0, 0.0)), ..Default::default() }) // mesh .spawn(PbrComponents { // load a mesh from binary glTF mesh: asset_server .load("assets/models/monkey/Monkey.glb") .unwrap(), // create a material for the mesh material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()), transform: Transform::from_translation(Vec3::new(1.5, 0.0, 0.0)), ..Default::default() }) // light .spawn(LightComponents { transform: Transform::from_translation(Vec3::new(4.0, 5.0, 4.0)), ..Default::default() }) // camera .spawn(Camera3dComponents { transform: Transform::new(Mat4::face_toward( Vec3::new(-2.0, 2.0, 6.0), Vec3::new(0.0, 0.0, 0.0), Vec3::new(0.0, 1.0, 0.0), )), ..Default::default() }); }