use bevy::prelude::*; fn main() { App::build() .add_default_plugins() .add_startup_system(setup.system()) .run(); } /// set up a simple scene fn setup( command_buffer: &mut CommandBuffer, mut meshes: ResMut>, mut materials: ResMut>, ) { // create a cube and a plane mesh let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })); let plane_handle = meshes.add(Mesh::from(shape::Plane { size: 10.0 })); // create materials for our cube and plane 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() }); // add entities to the world command_buffer .build() // plane .add_entity(MeshEntity { mesh: plane_handle, material: plane_material_handle, ..Default::default() }) // cube .add_entity(MeshEntity { mesh: cube_handle, material: cube_material_handle, translation: Translation::new(0.0, 0.0, 1.0), ..Default::default() }) // light .add_entity(LightEntity { translation: Translation::new(4.0, -4.0, 5.0), ..Default::default() }) // camera .add_entity(PerspectiveCameraEntity { transform: Transform::new_sync_disabled(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() }); }