use bevy::prelude::*;
fn main() {
App::build()
.add_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.add_system(rotator_system.system())
.run();
}
struct Rotator;
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotator>>) {
for mut transform in query.iter_mut() {
transform.rotation *= Quat::from_rotation_x(3.0 * time.delta_seconds());
}
}
fn setup(
commands: &mut Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 2.0 }));
let cube_material_handle = materials.add(StandardMaterial {
albedo: Color::rgb(0.8, 0.7, 0.6),
..Default::default()
});
commands
.spawn(PbrBundle {
mesh: cube_handle.clone(),
material: cube_material_handle.clone(),
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
..Default::default()
})
.with(Rotator)
.with_children(|parent| {
parent.spawn(PbrBundle {
mesh: cube_handle,
material: cube_material_handle,
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 3.0)),
..Default::default()
});
})
.spawn(LightBundle {
transform: Transform::from_translation(Vec3::new(4.0, 5.0, -4.0)),
..Default::default()
})
.spawn(Camera3dBundle {
transform: Transform::from_translation(Vec3::new(5.0, 10.0, 10.0))
.looking_at(Vec3::default(), Vec3::unit_y()),
..Default::default()
});
}