use bevy::{*, render::*, asset::{Asset, AssetStorage}, math::{Mat4, Vec3}}; fn main() { AppBuilder::new() .add_defaults() .setup(&setup) .run(); } fn setup(world: &mut World, scheduler: &mut SystemScheduler) { let cube = Mesh::load(MeshType::Cube); let plane = Mesh::load(MeshType::Plane{ size: 10.0 }); let (cube_handle, plane_handle) = { let mut mesh_storage = world.resources.get_mut::>().unwrap(); (mesh_storage.add(cube, "cube"), mesh_storage.add(plane, "plane")) }; let transform_system_bundle = transform_system_bundle::build(world); scheduler.add_systems(AppStage::Update, transform_system_bundle); // plane world.insert((), vec![ ( plane_handle.clone(), Material::new(math::vec4(0.1, 0.2, 0.1, 1.0)), LocalToWorld::identity(), Translation::new(0.0, 0.0, 0.0) ), ]); // cube world.insert((), vec![ ( cube_handle, Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)), LocalToWorld::identity(), Translation::new(0.0, 0.0, 1.0) ) ]); // light world.insert((), vec![ ( Light { color: wgpu::Color { r: 0.8, g: 0.8, b: 0.5, a: 1.0, }, fov: f32::to_radians(60.0), depth: 0.1 .. 50.0, target_view: None, }, Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)), LocalToWorld::identity(), Translation::new(4.0, -4.0, 5.0), Rotation::from_euler_angles(0.0, 0.0, 0.0) ), ]); // camera world.insert((), vec![ ( Camera::new(CameraType::Projection { fov: std::f32::consts::PI / 4.0, near: 1.0, far: 1000.0, aspect_ratio: 1.0, }), ActiveCamera, LocalToWorld(Mat4::look_at_rh( Vec3::new(3.0, -8.0, 5.0), Vec3::new(0.0, 0.0, 0.0), Vec3::new(0.0, 0.0, 1.0),)), ) ]); }