Add collision detection, reaction, and gravity.
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2885be2003
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f53cd2f848
2 changed files with 73 additions and 68 deletions
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@ -15,17 +15,12 @@ use heron::{
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pub const PLANET_RADIUS: f32 = 75.0;
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const PLAYER_DIST: f32 = PLANET_RADIUS + 100.0;
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const CAM_DIST: f32 = 30.0;
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const CAM_DIST: f32 = 50.0;
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#[derive(Component, Default)]
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struct PlayerState {
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velocity: Vec3,
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}
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#[derive(Default)]
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struct UpState {
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player_up: Vec3,
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cam_up: Vec3,
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colliding: bool,
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}
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#[derive(Default)]
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@ -49,7 +44,7 @@ impl Default for MovementSettings {
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Self {
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sensitivity: 1.0,
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accel: 40.,
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drag: 0.05,
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drag: 0.0005,
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gravity: 10.0,
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}
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}
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@ -123,28 +118,20 @@ fn setup_dbg_ui(mut commands: Commands, asset_server: Res<AssetServer>) {
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.insert(UpText);
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}
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fn dbg_ui_system(state: Res<UpState>, mut query: Query<&mut Text, With<UpText>>) {
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let cos = state.player_up.dot(state.cam_up);
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let mut text = query.single_mut();
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text.sections[0].value = format!(
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"up: {:?}\ncam_up: {:?}\ntheta: {:.2}",
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state.player_up,
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state.cam_up,
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cos.acos().to_degrees()
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);
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fn ui_system(pstate_query: Query<&PlayerState>, mut text_query: Query<&mut Text, With<UpText>>) {
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let mut text = text_query.single_mut();
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let pstate = pstate_query.single();
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text.sections[0].value = format!("{:.2}", pstate.velocity.length());
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}
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fn player_move(
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time: Res<Time>,
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_settings: Res<MovementSettings>,
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mut up_state: ResMut<UpState>,
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mut bike_query: Query<(&mut Transform, &mut PlayerState), Without<FlyCam>>,
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mut bike_query: Query<(&mut Transform, &PlayerState), Without<FlyCam>>,
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mut cam_query: Query<(&mut Transform, &FlyCam), Without<PlayerState>>,
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) {
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let dt = time.delta_seconds();
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let (mut bike_xform, mut player_state) = bike_query.single_mut();
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let (mut bike_xform, player_state) = bike_query.single_mut();
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let up = bike_xform.translation.normalize();
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let cam_up = bike_xform.up();
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let cos = up.dot(cam_up);
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@ -170,15 +157,9 @@ fn player_move(
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}
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if player_state.velocity.is_finite() {
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//state.velocity += -up * settings.gravity * dt;
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bike_xform.translation += player_state.velocity * dt;
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} else {
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//state.velocity = -up * settings.gravity * dt;
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}
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up_state.cam_up = cam_up;
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up_state.player_up = up;
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let (mut cam_xform, _) = cam_query.single_mut();
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cam_xform.translation = bike_xform.translation + (up * CAM_DIST);
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cam_xform.look_at(bike_xform.translation, Vec3::Y);
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@ -247,26 +228,49 @@ fn player_look(
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transform.rotate(rotation);
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//dbg!(&vel);
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pstate.velocity = vel;
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}
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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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fn collision_detection(
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mut events: EventReader<CollisionEvent>,
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mut query: Query<&mut PlayerState>,
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) {
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let window = windows.get_primary_mut().unwrap();
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if keys.just_pressed(KeyCode::L) {
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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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let mut pstate = query.single_mut();
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for event in events.iter() {
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if let CollisionEvent::Started(_, _) = event {
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pstate.colliding = true;
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} else {
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pstate.colliding = false;
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}
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}
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if keys.just_pressed(KeyCode::U) {
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let lock = !window.cursor_locked();
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window.set_cursor_lock_mode(lock);
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window.set_cursor_visibility(lock);
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}
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fn gravity_collision_reaction(
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time: Res<Time>,
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settings: Res<MovementSettings>,
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mut query: Query<(&mut PlayerState, &Transform)>,
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) {
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let dt = time.delta_seconds();
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let g = settings.gravity;
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let (mut pstate, xform) = query.single_mut();
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// first gravity
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let down = -xform.translation.normalize();
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let dvel = down * g * dt;
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let mut vel = if pstate.velocity.is_finite() {
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pstate.velocity + dvel
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} else {
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dvel
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};
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// now see if we're currently colliding
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if pstate.colliding {
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let dvel = down * vel.dot(down) * 1.02;
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vel -= dvel;
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}
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pstate.velocity = vel;
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}
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/// Contains everything needed to add first-person fly camera behavior to your
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@ -277,12 +281,12 @@ impl Plugin for PlayerPlugin {
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app.init_resource::<PlayerState>()
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.init_resource::<MovementSettings>()
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.init_resource::<InputState>()
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.init_resource::<UpState>()
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.add_startup_system(setup_player)
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.add_startup_system(setup_dbg_ui)
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.add_system(dbg_ui_system)
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.add_system(ui_system)
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.add_system(player_move.label("move"))
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.add_system(player_look.after("move"))
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.add_system(cursor_grab);
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.add_system(collision_detection)
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.add_system(gravity_collision_reaction);
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}
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}
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47
src/main.rs
47
src/main.rs
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@ -1,13 +1,8 @@
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use bevy::prelude::*;
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use cyber_rider::flycam::{MovementSettings, PlayerPlugin, PLANET_RADIUS};
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use heron::prelude::*;
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/*
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stolen with neither shame nor pity from
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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 LIGHT_RANGE: f32 = PLANET_RADIUS * 2.2;
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const LIGHT_RANGE: f32 = PLANET_RADIUS * 0.6;
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const LIGHT_DIST: f32 = PLANET_RADIUS * 1.2;
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fn main() {
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@ -15,6 +10,7 @@ fn main() {
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.insert_resource(Msaa { samples: 4 })
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.add_plugins(DefaultPlugins)
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.add_plugin(PlayerPlugin)
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.add_plugin(PhysicsPlugin::default())
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.insert_resource(MovementSettings {
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sensitivity: 0.3, // default: 1.0
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accel: 20.0, // default: 40.0
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@ -43,21 +39,21 @@ fn setup(
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let red_light = PointLight {
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intensity: 5_000.0,
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intensity: 1_000.0,
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range: LIGHT_RANGE,
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color: Color::RED,
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..Default::default()
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};
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let blue_light = PointLight {
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intensity: 5_000.0,
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intensity: 1_000.0,
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range: LIGHT_RANGE,
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color: Color::BLUE,
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..Default::default()
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};
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let purple_light = PointLight {
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intensity: 5_000.0,
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intensity: 1_000.0,
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range: LIGHT_RANGE,
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color: Color::PURPLE,
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..Default::default()
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@ -69,20 +65,25 @@ fn setup(
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});
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// world
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: PLANET_RADIUS,
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subdivisions: 6,
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::GRAY,
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metallic: 0.7,
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perceptual_roughness: 0.5,
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..Default::default()
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}),
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: PLANET_RADIUS,
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subdivisions: 6,
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::GRAY,
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metallic: 0.7,
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perceptual_roughness: 0.5,
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..Default::default()
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}),
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..Default::default()
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});
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..Default::default()
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})
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.insert(RigidBody::Static)
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.insert(CollisionShape::Sphere {
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radius: PLANET_RADIUS,
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});
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// east light
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commands
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