shut the linter up
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ff64bbeff3
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738dd6569a
1 changed files with 13 additions and 13 deletions
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@ -9,8 +9,8 @@ pub const LIGHT_RANGE: f32 = 90.0;
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#[derive(Component)]
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struct AnimatedCyberLight {
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axis: Vec3,
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rate: f32,
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_axis: Vec3,
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_rate: f32,
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}
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#[derive(Component, Default)]
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@ -18,7 +18,7 @@ pub(crate) struct AnimateCyberLightWireframe {
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pub wired: bool,
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}
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fn spawn_moving_lights(
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fn _spawn_moving_lights(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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@ -27,13 +27,13 @@ fn spawn_moving_lights(
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// spawn orbiting bisexual lights
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for _ in 0..655 {
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// mechanics
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let axis = crate::random_unit_vec(rng);
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let _axis = crate::random_unit_vec(rng);
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let angle = rng.gen_range(0.0..TAU);
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let rate: f32 = rng.gen_range(7.0..10.0);
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let rate = rate.to_radians();
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let rotation = Quat::from_axis_angle(axis, angle);
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let _rate: f32 = rng.gen_range(7.0..10.0);
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let _rate = _rate.to_radians();
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let rotation = Quat::from_axis_angle(_axis, angle);
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let altitude = PLANET_RADIUS + rng.gen_range(8.0..20.0);
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let perp = axis.any_orthonormal_vector();
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let perp = _axis.any_orthonormal_vector();
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let translation = perp * altitude;
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let transform = Transform::from_translation(translation);
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@ -59,7 +59,7 @@ fn spawn_moving_lights(
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};
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commands
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// first, spawn an entity with a transform we can rotate
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.spawn((AnimatedCyberLight { axis, rate },))
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.spawn((AnimatedCyberLight { _axis, _rate },))
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.insert(sbundle)
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.with_children(|parent| {
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parent
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@ -163,12 +163,12 @@ fn spawn_static_lights(
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});
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}
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fn orbit_lights(time: Res<Time>, mut query: Query<(&mut Transform, &AnimatedCyberLight)>) {
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fn _orbit_lights(time: Res<Time>, mut query: Query<(&mut Transform, &AnimatedCyberLight)>) {
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let dt = time.delta_seconds();
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for (mut transform, light) in query.iter_mut() {
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let AnimatedCyberLight { axis, rate } = *light;
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let theta = rate * dt;
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transform.rotation *= Quat::from_axis_angle(axis, theta);
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let AnimatedCyberLight { _axis, _rate } = *light;
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let theta = _rate * dt;
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transform.rotation *= Quat::from_axis_angle(_axis, theta);
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}
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}
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