use bevy::prelude::*;
use bevy_flycam::PlayerPlugin;
use bevy_infinite_grid::{InfiniteGridBundle, InfiniteGridMaterial, InfiniteGridPlugin};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(InfiniteGridPlugin)
.add_plugin(PlayerPlugin)
.add_startup_system(setup_system)
.run();
}
fn setup_system(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut grid_materials: ResMut<Assets<InfiniteGridMaterial>>,
mut standard_materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn_bundle(InfiniteGridBundle::new(
grid_materials.add(InfiniteGridMaterial::default()),
));
commands.spawn_bundle(DirectionalLightBundle {
transform: Transform::from_translation(Vec3::X * 0.001 + Vec3::Y * 20.)
.looking_at(Vec3::ZERO, Vec3::Y),
directional_light: DirectionalLight {
shadows_enabled: true,
..Default::default()
},
..Default::default()
});
commands.spawn_bundle(PbrBundle {
material: standard_materials.add(StandardMaterial::default()),
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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_bundle(PbrBundle {
material: standard_materials.add(StandardMaterial::default()),
mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
transform: Transform::from_xyz(0.0, 2.0, 0.0),
..default()
});
}