bevy/examples/ios/src/lib.rs
simlay 9cc6368b28
An initial xcode setup for using xcode (#539)
An example of bevy using xcode
2020-10-31 14:36:24 -07:00

67 lines
2.2 KiB
Rust

use bevy::{
prelude::{
shape, AddDefaultPlugins, App, Assets, Camera3dComponents, Color, Commands,
IntoQuerySystem, LightComponents, Mesh, Msaa, PbrComponents, ResMut, StandardMaterial,
Transform, Vec3, WindowDescriptor,
},
window::WindowMode,
};
#[no_mangle]
extern "C" fn main_rs() {
App::build()
.add_resource(WindowDescriptor {
vsync: true,
resizable: false,
mode: WindowMode::BorderlessFullscreen,
..Default::default()
})
.add_resource(Msaa { samples: 4 })
.add_default_plugins()
.add_startup_system(setup.system())
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// add entities to the world
commands
// plane
.spawn(PbrComponents {
mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
..Default::default()
})
// cube
.spawn(PbrComponents {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()),
transform: Transform::from_translation(Vec3::new(0.0, 1.0, 0.0)),
..Default::default()
})
// sphere
.spawn(PbrComponents {
mesh: meshes.add(Mesh::from(shape::Icosphere {
subdivisions: 4,
radius: 0.5,
})),
material: materials.add(Color::rgb(0.1, 0.4, 0.8).into()),
transform: Transform::from_translation(Vec3::new(1.5, 1.5, 1.5)),
..Default::default()
})
// light
.spawn(LightComponents {
transform: Transform::from_translation(Vec3::new(4.0, 8.0, 4.0)),
..Default::default()
})
// camera
.spawn(Camera3dComponents {
transform: Transform::from_translation(Vec3::new(-3.0, 5.0, 8.0))
.looking_at(Vec3::default(), Vec3::unit_y()),
..Default::default()
});
}