Shrink planet, get rotating visible lights near the surface.
This commit is contained in:
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d4f8c0ec56
commit
3f322ba0ea
2 changed files with 201 additions and 107 deletions
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@ -26,31 +26,20 @@ impl Default for MovementSettings {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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sensitivity: 0.00012,
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sensitivity: 0.00012,
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speed: 12.,
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speed: 40.,
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}
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}
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}
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}
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}
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}
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/// Used in queries when you want flycams and not other cameras
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/// Used in queries when you want flycams and not other cameras
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#[derive(Debug)]
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#[derive(Component, Debug)]
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pub struct FlyCam;
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pub struct FlyCam;
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/// Grabs/ungrabs mouse cursor
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fn toggle_grab_cursor(window: &mut Window) {
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window.set_cursor_lock_mode(!window.cursor_locked());
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window.set_cursor_visibility(!window.cursor_visible());
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}
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/// Grabs the cursor when game first starts
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fn initial_grab_cursor(mut windows: ResMut<Windows>) {
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toggle_grab_cursor(windows.get_primary_mut().unwrap());
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}
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/// Spawns the `Camera3dBundle` to be controlled
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/// Spawns the `Camera3dBundle` to be controlled
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fn setup_player(mut commands: Commands) {
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fn setup_player(mut commands: Commands) {
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commands
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commands
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.spawn_bundle(PerspectiveCameraBundle {
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.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(0.0, 0.0, -1200.0).looking_at(Vec3::ZERO, Vec3::Y),
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transform: Transform::from_xyz(0.0, 100.0, -500.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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..Default::default()
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})
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})
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.insert(FlyCam);
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.insert(FlyCam);
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@ -60,11 +49,9 @@ fn setup_player(mut commands: Commands) {
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fn player_move(
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fn player_move(
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keys: Res<Input<KeyCode>>,
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keys: Res<Input<KeyCode>>,
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time: Res<Time>,
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time: Res<Time>,
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windows: Res<Windows>,
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settings: Res<MovementSettings>,
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settings: Res<MovementSettings>,
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mut query: Query<(&FlyCam, &mut Transform)>,
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mut query: Query<(&FlyCam, &mut Transform)>,
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) {
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) {
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let window = windows.get_primary().unwrap();
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for (_camera, mut transform) in query.iter_mut() {
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for (_camera, mut transform) in query.iter_mut() {
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let mut velocity = Vec3::ZERO;
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let mut velocity = Vec3::ZERO;
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let local_z = transform.local_z();
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let local_z = transform.local_z();
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@ -72,16 +59,14 @@ fn player_move(
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let right = Vec3::new(local_z.z, 0., -local_z.x);
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let right = Vec3::new(local_z.z, 0., -local_z.x);
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for key in keys.get_pressed() {
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for key in keys.get_pressed() {
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if window.cursor_locked() {
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match key {
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match key {
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KeyCode::Up => velocity += forward,
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KeyCode::W => velocity += forward,
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KeyCode::Down => velocity -= forward,
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KeyCode::S => velocity -= forward,
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KeyCode::Left => velocity -= right,
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KeyCode::A => velocity -= right,
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KeyCode::Right => velocity += right,
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KeyCode::D => velocity += right,
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KeyCode::Space => velocity += Vec3::Y,
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KeyCode::Space => velocity += Vec3::Y,
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KeyCode::Back => velocity -= Vec3::Y,
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KeyCode::Delete => velocity -= Vec3::Y,
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_ => (),
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_ => (),
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}
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}
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}
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}
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}
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@ -122,10 +107,21 @@ fn player_look(
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}
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}
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}
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}
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fn cursor_grab(keys: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
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fn cursor_grab(
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keys: Res<Input<KeyCode>>,
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mut windows: ResMut<Windows>,
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mut query: Query<(&FlyCam, &mut Transform)>,
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) {
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let window = windows.get_primary_mut().unwrap();
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let window = windows.get_primary_mut().unwrap();
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if keys.just_pressed(KeyCode::Escape) {
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if keys.just_pressed(KeyCode::L) {
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toggle_grab_cursor(window);
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window.set_cursor_lock_mode(true);
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window.set_cursor_visibility(true);
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let (_, mut transform) = query.single_mut();
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*transform.as_mut() = transform.looking_at(Vec3::ZERO, Vec3::Y);
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}
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if keys.just_pressed(KeyCode::U) {
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window.set_cursor_lock_mode(false);
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window.set_cursor_visibility(false);
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}
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}
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}
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}
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@ -133,26 +129,12 @@ fn cursor_grab(keys: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
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/// game
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/// game
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pub struct PlayerPlugin;
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pub struct PlayerPlugin;
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impl Plugin for PlayerPlugin {
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impl Plugin for PlayerPlugin {
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fn build(&self, app: &mut bevy::prelude::AppBuilder) {
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fn build(&self, app: &mut bevy::prelude::App) {
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app.init_resource::<InputState>()
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app.init_resource::<InputState>()
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.init_resource::<MovementSettings>()
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.init_resource::<MovementSettings>()
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.add_startup_system(setup_player.system())
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.add_startup_system(setup_player)
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.add_startup_system(initial_grab_cursor.system())
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.add_system(player_move)
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.add_system(player_move.system())
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.add_system(player_look)
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.add_system(player_look.system())
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.add_system(cursor_grab);
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.add_system(cursor_grab.system());
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}
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}
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/// Same as `PlayerPlugin` but does not spawn a camera
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pub struct NoCameraPlayerPlugin;
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impl Plugin for NoCameraPlayerPlugin {
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fn build(&self, app: &mut bevy::prelude::AppBuilder) {
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app.init_resource::<InputState>()
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.init_resource::<MovementSettings>()
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.add_startup_system(initial_grab_cursor.system())
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.add_system(player_move.system())
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.add_system(player_look.system())
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.add_system(cursor_grab.system());
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}
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}
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}
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}
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230
src/main.rs
230
src/main.rs
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@ -1,49 +1,63 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_inspector_egui::WorldInspectorPlugin;
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use cyber_rider::flycam::{MovementSettings, PlayerPlugin};
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use cyber_rider::flycam::{MovementSettings, PlayerPlugin};
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// stolen with neither shame nor pity from
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/*
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// git@github.com:sburris0/bevy_flycam.git, b90f6fc, which is copyright 2020
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stolen with neither shame nor pity from
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// Spencer Burris
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git@github.com:sburris0/bevy_flycam.git, b90f6fc, which is copyright 2020
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Spencer Burris
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*/
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const BIG_RADIUS: f32 = 150.0;
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const LIGHT_RANGE: f32 = BIG_RADIUS * 3.0;
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const LIGHT_DIST: f32 = BIG_RADIUS * 1.2;
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fn main() {
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fn main() {
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App::build()
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App::new()
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.insert_resource(Msaa { samples: 4 })
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.insert_resource(Msaa { samples: 4 })
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.add_plugins(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_plugin(PlayerPlugin)
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.add_plugin(PlayerPlugin)
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.add_plugin(WorldInspectorPlugin::new())
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.insert_resource(MovementSettings {
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.insert_resource(MovementSettings {
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sensitivity: 0.00015, // default: 0.00012
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sensitivity: 0.00015, // default: 0.00012
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speed: 12.0, // default: 12.0
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speed: 12.0, // default: 12.0
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})
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})
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.add_startup_system(setup.system())
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.add_startup_system(setup.label("world"))
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.add_system(animate_lights.system())
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.add_startup_system(disable_cursor.after("world"))
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.add_system(animate_lights)
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.add_system(bevy::input::system::exit_on_esc_system)
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.run();
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.run();
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}
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}
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/// set up a simple 3D scene
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fn disable_cursor(mut windows: ResMut<Windows>) {
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let window = windows.get_primary_mut().unwrap();
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window.set_cursor_lock_mode(false);
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window.set_cursor_visibility(true);
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}
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#[derive(Component)]
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struct Animate;
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fn setup(
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fn setup(
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mut commands: Commands,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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) {
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let red_light = Light {
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let red_light = PointLight {
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intensity: 50_000.0,
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intensity: 10_000.0,
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range: 1800.0,
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range: LIGHT_RANGE,
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color: Color::RED,
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color: Color::RED,
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..Default::default()
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..Default::default()
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};
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};
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let blue_light = Light {
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let blue_light = PointLight {
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intensity: 50_000.0,
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intensity: 10_000.0,
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range: 1800.0,
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range: LIGHT_RANGE,
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color: Color::BLUE,
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color: Color::BLUE,
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..Default::default()
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..Default::default()
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};
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};
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let purple_light = Light {
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let purple_light = PointLight {
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intensity: 50_000.0,
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intensity: 10_000.0,
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range: 1800.0,
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range: LIGHT_RANGE,
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color: Color::PURPLE,
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color: Color::PURPLE,
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..Default::default()
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..Default::default()
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};
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};
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@ -51,70 +65,168 @@ fn setup(
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// world
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// world
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commands.spawn_bundle(PbrBundle {
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 300.0,
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radius: BIG_RADIUS,
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subdivisions: 5,
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subdivisions: 6,
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})),
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})),
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material: materials.add(StandardMaterial {
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material: materials.add(StandardMaterial {
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base_color: Color::GRAY,
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base_color: Color::GRAY,
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metallic: 0.7,
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metallic: 0.7,
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roughness: 0.2,
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perceptual_roughness: 0.5,
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..Default::default()
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..Default::default()
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}),
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}),
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..Default::default()
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..Default::default()
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});
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});
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// east light
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// east light
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commands.spawn_bundle(LightBundle {
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commands
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transform: Transform::from_xyz(750.0, 0.0, 0.0),
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.spawn_bundle(PointLightBundle {
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light: purple_light.clone(),
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transform: Transform::from_xyz(LIGHT_DIST, 0.0, 0.0),
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..Default::default()
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point_light: purple_light,
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});
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..Default::default()
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})
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.with_children(|builder| {
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builder.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 10.0,
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..Default::default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::PURPLE,
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emissive: Color::rgba_linear(50.0, 0.0, 50.0, 0.0),
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..Default::default()
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}),
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..Default::default()
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});
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})
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.insert(Animate);
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// west light
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// west light
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commands.spawn_bundle(LightBundle {
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commands
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transform: Transform::from_xyz(-750.0, 0.0, 0.0),
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.spawn_bundle(PointLightBundle {
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light: purple_light.clone(),
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transform: Transform::from_xyz(-LIGHT_DIST, 0.0, 0.0),
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..Default::default()
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point_light: purple_light,
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});
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..Default::default()
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})
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.with_children(|builder| {
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builder.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 10.0,
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..Default::default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::PURPLE,
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emissive: Color::rgba_linear(50.0, 0.0, 50.0, 0.0),
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..Default::default()
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}),
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..Default::default()
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});
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})
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.insert(Animate);
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// north light
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// north light
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commands.spawn_bundle(LightBundle {
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commands
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transform: Transform::from_xyz(0.0, 0.0, 750.0),
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.spawn_bundle(PointLightBundle {
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light: purple_light.clone(),
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transform: Transform::from_xyz(0.0, 0.0, LIGHT_DIST),
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..Default::default()
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point_light: purple_light,
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});
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..Default::default()
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})
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.with_children(|builder| {
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builder.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 10.0,
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..Default::default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::PURPLE,
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emissive: Color::rgba_linear(50.0, 0.0, 50.0, 0.0),
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..Default::default()
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}),
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..Default::default()
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});
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})
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.insert(Animate);
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// south light
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// south light
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commands.spawn_bundle(LightBundle {
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commands
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transform: Transform::from_xyz(0.0, 0.0, -750.0),
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.spawn_bundle(PointLightBundle {
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light: purple_light,
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transform: Transform::from_xyz(0.0, 0.0, -LIGHT_DIST),
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..Default::default()
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point_light: purple_light,
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});
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..Default::default()
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})
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.with_children(|builder| {
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builder.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 10.0,
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..Default::default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::PURPLE,
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emissive: Color::rgba_linear(50.0, 0.0, 50.0, 0.0),
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..Default::default()
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}),
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..Default::default()
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});
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})
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.insert(Animate);
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// up light
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// up light
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commands.spawn_bundle(LightBundle {
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commands
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transform: Transform::from_xyz(0.0, 750.0, 0.0),
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.spawn_bundle(PointLightBundle {
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light: red_light,
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transform: Transform::from_xyz(0.0, LIGHT_DIST, 0.0),
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..Default::default()
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point_light: red_light,
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});
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..Default::default()
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})
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.with_children(|builder| {
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builder.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 10.0,
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subdivisions: 2,
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::RED,
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emissive: Color::rgba_linear(100.0, 0.0, 0.0, 0.0),
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..Default::default()
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}),
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..Default::default()
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});
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});
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// down light
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// down light
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commands.spawn_bundle(LightBundle {
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commands
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transform: Transform::from_xyz(0.0, 750.0, 0.0),
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.spawn_bundle(PointLightBundle {
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light: blue_light,
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transform: Transform::from_xyz(0.0, -LIGHT_DIST, 0.0),
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..Default::default()
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point_light: blue_light,
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});
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..Default::default()
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})
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.with_children(|builder| {
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builder.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 10.0,
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subdivisions: 2,
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::BLUE,
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emissive: Color::rgba_linear(0.0, 0.0, 100.0, 0.0),
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..Default::default()
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||||||
|
}),
|
||||||
|
..Default::default()
|
||||||
|
});
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
fn animate_lights(mut query: Query<&mut Transform, With<Light>>) {
|
fn animate_lights(mut query: Query<&mut Transform, (With<PointLight>, With<Animate>)>) {
|
||||||
for mut transform in query.iter_mut() {
|
for mut transform in query.iter_mut() {
|
||||||
let translation = &transform.translation;
|
let translation = &transform.translation;
|
||||||
let x = translation.x;
|
let x = translation.x;
|
||||||
let y = if translation.y.abs() < 0.1 {
|
let y = translation.y;
|
||||||
translation.y + 0.15
|
let z = if translation.z.abs() < 0.1 {
|
||||||
|
translation.z + 0.15
|
||||||
} else {
|
} else {
|
||||||
translation.y
|
translation.z
|
||||||
};
|
};
|
||||||
|
|
||||||
let theta = y.atan2(x) + 0.174533; // 10 degrees == 0.174533 radians
|
// 10 degrees == 0.174533 radians
|
||||||
let x_new = 750.0 * theta.cos();
|
let anim_rate = 0.174533 / 5.0;
|
||||||
let y_new = 750.0 * theta.sin();
|
let theta = z.atan2(x) + anim_rate;
|
||||||
|
let x_new = LIGHT_DIST * theta.cos();
|
||||||
|
let z_new = LIGHT_DIST * theta.sin();
|
||||||
|
|
||||||
*transform = Transform::from_xyz(x_new, y_new, 0.0);
|
*transform = Transform::from_xyz(x_new, y, z_new);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue