use bevy::prelude::*; fn main() { App::build().add_defaults().add_setup_system(setup()).run(); } pub fn setup() -> Box { SystemBuilder::new("setup") .write_resource::>() .write_resource::>() .build(move |command_buffer, _, (meshes, materials), _| { let cube_handle = meshes.add(Mesh::load(MeshType::Cube)); let plane_handle = meshes.add(Mesh::load(MeshType::Plane { size: 10.0 })); let cube_material_handle = materials.add(StandardMaterial { albedo: Color::rgb(0.5, 0.4, 0.3), ..Default::default() }); let plane_material_handle = materials.add(StandardMaterial { albedo: Color::rgb(0.1, 0.2, 0.1), ..Default::default() }); command_buffer .build() // plane .add_entity(MeshEntity { mesh: plane_handle, material: plane_material_handle, // renderable: Renderable::instanced(), ..Default::default() }) // cube .add_entity(MeshEntity { mesh: cube_handle, material: cube_material_handle, // renderable: Renderable::instanced(), translation: Translation::new(-1.5, 0.0, 1.0), ..Default::default() }) // cube .add_entity(MeshEntity { mesh: cube_handle, material: cube_material_handle, // renderable: Renderable::instanced(), translation: Translation::new(1.5, 0.0, 1.0), ..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(); }) }