use bevy::prelude::*;
fn main() {
App::build()
.add_default_plugins()
.add_startup_system(setup.system())
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut textures: ResMut<Assets<Texture>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let texture_handle = asset_server
.load_sync(&mut textures, "assets/branding/bevy_logo_dark_big.png")
.unwrap();
let texture = textures.get(&texture_handle).unwrap();
let aspect = texture.aspect();
let quad_width = 8.0;
let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
quad_width,
quad_width * aspect,
))));
let material_handle = materials.add(StandardMaterial {
albedo_texture: Some(texture_handle),
shaded: false,
..Default::default()
});
let red_material_handle = materials.add(StandardMaterial {
albedo: Color::rgba(1.0, 0.0, 0.0, 0.5),
albedo_texture: Some(texture_handle),
shaded: false,
..Default::default()
});
let blue_material_handle = materials.add(StandardMaterial {
albedo: Color::rgba(0.0, 0.0, 1.0, 0.5),
albedo_texture: Some(texture_handle),
shaded: false,
..Default::default()
});
commands
.spawn(PbrComponents {
mesh: quad_handle,
material: material_handle,
transform: Transform::from_translation_rotation(
Vec3::new(0.0, 0.0, 1.5),
Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
),
draw: Draw {
is_transparent: true,
..Default::default()
},
..Default::default()
})
.spawn(PbrComponents {
mesh: quad_handle,
material: red_material_handle,
transform: Transform::from_translation_rotation(
Vec3::new(0.0, 0.0, 0.0),
Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
),
draw: Draw {
is_transparent: true,
..Default::default()
},
..Default::default()
})
.spawn(PbrComponents {
mesh: quad_handle,
material: blue_material_handle,
transform: Transform::from_translation_rotation(
Vec3::new(0.0, 0.0, -1.5),
Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
),
draw: Draw {
is_transparent: true,
..Default::default()
},
..Default::default()
})
.spawn(Camera3dComponents {
transform: Transform::new(Mat4::face_toward(
Vec3::new(3.0, 5.0, 8.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 1.0, 0.0),
)),
..Default::default()
});
}