use bevy::prelude::*;
use bevy_debug_camera::{
DebugCamera, DebugCameraActive, DebugCameraPlugin, GamepadBindings, KeyboardBindings,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(DebugCameraPlugin {
gamepad_bindings: GamepadBindings {
roll_left: GamepadButtonType::West,
roll_right: GamepadButtonType::East,
..default()
},
keyboard_bindings: KeyboardBindings {
fwd: KeyCode::Up,
bwd: KeyCode::Down,
left: KeyCode::Left,
right: KeyCode::Right,
..default()
},
debug_camera_active: DebugCameraActive {
keymouse: false,
..default()
},
})
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane {
size: 5.0,
..default()
})),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
commands
.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
})
.insert(DebugCamera {
position: Vec3::new(-5., 2., 0.),
up: Vec3::new(0., 1., 0.),
fwd: Vec3::new(1., 0., 0.),
..default()
});
}