use bevy::{gltf, prelude::*}; fn main() { App::build() .add_default_plugins() .add_startup_system(setup) .add_system_init(bevy::input::system::exit_on_esc_system) .run(); } fn setup(world: &mut World, resources: &mut Resources) { // load the mesh let mesh = gltf::load_gltf("examples/assets/Monkey.gltf") .unwrap() .unwrap(); let mut mesh_storage = resources.get_mut::>().unwrap(); let mesh_handle = mesh_storage.add(mesh); // create a material for the mesh let mut material_storage = resources .get_mut::>() .unwrap(); let material_handle = material_storage.add(StandardMaterial { albedo: Color::rgb(0.5, 0.4, 0.3), ..Default::default() }); // add entities to the world world .build() // mesh .add_entity(MeshEntity { mesh: mesh_handle, material: material_handle, ..Default::default() }) // light .add_entity(LightEntity { translation: Translation::new(4.0, -4.0, 5.0), ..Default::default() }) // camera .add_entity(CameraEntity { local_to_world: LocalToWorld(Mat4::look_at_rh( Vec3::new(2.0, -6.0, 2.0), Vec3::new(0.0, 0.0, 0.0), Vec3::new(0.0, 0.0, 1.0), )), ..Default::default() }); }