use bevy::{prelude::*, render::camera::ClearColorConfig};
use bevy_mod_picking::prelude::*;
use bevy_render::view::RenderLayers;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(low_latency_window_plugin()),
DefaultPickingPlugins,
))
.insert_resource(DebugPickingMode::Normal)
.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(bevy_render::mesh::PlaneMeshBuilder::from_length(5.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
},
PickableBundle::default(), ));
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::default()),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
},
RenderLayers::layer(1),
PickableBundle::default(), ));
commands.spawn((
PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
},
RenderLayers::from_layers(&[0, 1]),
));
let camera_transform = Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y);
commands.spawn((Camera3dBundle {
transform: camera_transform,
..default()
},));
commands.spawn((
Camera3dBundle {
transform: camera_transform,
camera: Camera {
clear_color: ClearColorConfig::None,
order: 1,
..default()
},
..default()
},
RenderLayers::layer(1),
));
}