use bevy::{prelude::*, render::view::RenderLayers};
use bevy_infinite_grid::{InfiniteGridBundle, InfiniteGridPlugin};
fn main() {
App::new()
.add_plugins((DefaultPlugins, InfiniteGridPlugin))
.add_systems(Startup, setup_system)
.add_systems(Update, toggle_layers)
.run();
}
fn setup_system(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut standard_materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((InfiniteGridBundle::default(), RenderLayers::layer(1)));
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 4.37, 14.77),
..default()
},
RenderLayers::layer(1),
));
commands.spawn(DirectionalLightBundle {
transform: Transform::from_translation(Vec3::X * 15. + Vec3::Y * 20.)
.looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
let mat = standard_materials.add(StandardMaterial::default());
commands.spawn(PbrBundle {
material: mat.clone(),
mesh: meshes.add(Cuboid::from_size(Vec3::ONE).mesh()),
transform: Transform {
translation: Vec3::new(3., 4., 0.),
rotation: Quat::from_rotation_arc(Vec3::Y, Vec3::ONE.normalize()),
scale: Vec3::splat(1.5),
},
..default()
});
commands.spawn(PbrBundle {
material: mat.clone(),
mesh: meshes.add(Cuboid::from_size(Vec3::ONE).mesh()),
transform: Transform::from_xyz(0.0, 2.0, 0.0),
..default()
});
}
fn toggle_layers(mut q: Query<&mut RenderLayers, With<Camera>>, input: Res<ButtonInput<KeyCode>>) {
for mut render_layers in &mut q {
if input.just_pressed(KeyCode::KeyT) {
if render_layers.intersects(&RenderLayers::layer(1)) {
*render_layers = RenderLayers::layer(0);
} else {
*render_layers = RenderLayers::layer(1);
}
}
}
}