51 lines
1.5 KiB
Rust
51 lines
1.5 KiB
Rust
use bevy::{
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prelude::*,
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render::settings::{WgpuSettings, WgpuSettingsPriority},
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};
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// the `bevy_main` proc_macro generates the required android boilerplate
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#[bevy_main]
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fn main() {
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App::new()
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// This configures the app to use the most compatible rendering settings.
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// They help with compatibility with as many devices as possible.
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.insert_resource(WgpuSettings {
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priority: WgpuSettingsPriority::Compatibility,
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..default()
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})
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// plane
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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// cube
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// light
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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// camera
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commands.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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