use bevy::prelude::*; fn main() { App::build().add_defaults().setup_world(setup).run(); } fn setup(world: &mut World, resources: &mut Resources) { let mut mesh_storage = resources.get_mut::>().unwrap(); let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube)); let mut texture_storage = resources.get_mut::>().unwrap(); let texture = Texture::load(TextureType::Png( concat!(env!("CARGO_MANIFEST_DIR"), "/assets/bevy_logo_dark.png").to_string(), )); let texture_handle = texture_storage.add(texture); let mut material_storage = resources .get_mut::>() .unwrap(); let cube_material_handle = material_storage.add(StandardMaterial { albedo_texture: Some(texture_handle), ..Default::default() }); let modulated_cube_material_handle = material_storage.add(StandardMaterial { albedo: Color::rgba(1.0, 0.0, 0.0, 0.5), albedo_texture: Some(texture_handle), ..Default::default() }); world .build() // cube .add_entity(MeshEntity { mesh: cube_handle, material: cube_material_handle, translation: Translation::new(1.0, 0.0, 0.0), ..Default::default() }) // cube modulated .add_entity(MeshEntity { mesh: cube_handle, material: modulated_cube_material_handle, translation: Translation::new(-1.0, 0.0, 0.0), ..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(3.0, 8.0, 5.0), Vec3::new(0.0, 0.0, 0.0), Vec3::new(0.0, 0.0, 1.0), )), ..Default::default() }) .build(); }