2020-02-09 19:42:26 +00:00
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use bevy::{
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prelude::*,
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render::render_graph_2::{ShaderUniforms, StandardMaterial},
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};
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2020-02-05 19:02:53 +00:00
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fn main() {
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AppBuilder::new().add_defaults().setup_world(setup).run();
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}
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fn setup(world: &mut World) {
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let cube = Mesh::load(MeshType::Cube);
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let plane = Mesh::load(MeshType::Plane { size: 10.0 });
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let (cube_handle, plane_handle) = {
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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(mesh_storage.add(cube), mesh_storage.add(plane))
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};
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2020-02-08 07:17:51 +00:00
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world
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.build()
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2020-02-05 19:02:53 +00:00
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// plane
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.add_archetype(NewMeshEntity {
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mesh: plane_handle.clone(),
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material: StandardMaterial {
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albedo: math::vec4(0.1, 0.2, 0.1, 1.0),
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2020-02-11 17:31:49 +00:00
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everything_is_red: false,
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2020-02-05 19:02:53 +00:00
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},
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2020-02-11 17:31:49 +00:00
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..Default::default()
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2020-02-05 19:02:53 +00:00
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})
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// cube
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.add_archetype(NewMeshEntity {
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mesh: cube_handle.clone(),
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material: StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0),
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2020-02-11 17:31:49 +00:00
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everything_is_red: false,
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2020-02-05 19:02:53 +00:00
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},
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translation: Translation::new(0.0, 0.0, 1.0),
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2020-02-11 17:31:49 +00:00
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..Default::default()
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2020-02-05 19:02:53 +00:00
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})
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// light
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.add_archetype(LightEntity {
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light: Light {
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color: wgpu::Color {
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r: 0.8,
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g: 0.8,
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b: 0.5,
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a: 1.0,
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},
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fov: f32::to_radians(60.0),
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depth: 0.1..50.0,
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target_view: None,
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},
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(4.0, -4.0, 5.0),
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rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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})
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// camera
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.add_archetype(CameraEntity {
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camera: Camera::new(CameraType::Projection {
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fov: std::f32::consts::PI / 4.0,
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near: 1.0,
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far: 1000.0,
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aspect_ratio: 1.0,
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}),
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active_camera: ActiveCamera,
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local_to_world: LocalToWorld(Mat4::look_at_rh(
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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)),
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})
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2020-02-08 07:17:51 +00:00
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.build();
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2020-02-05 19:02:53 +00:00
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}
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