2020-01-11 09:59:39 +00:00
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use bevy::{
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asset::{Asset, AssetStorage},
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math::{Mat4, Vec3},
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render::*,
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*,
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};
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2020-01-11 09:46:51 +00:00
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fn main() {
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2020-01-11 09:59:39 +00:00
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AppBuilder::new().add_defaults().setup(&setup).run();
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2020-01-11 09:46:51 +00:00
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}
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fn setup(world: &mut World, scheduler: &mut SystemScheduler<AppStage>) {
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let cube = Mesh::load(MeshType::Cube);
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let cube_handle = {
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2020-01-11 09:59:39 +00:00
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let mut mesh_storage = world
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.resources
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.get_mut::<AssetStorage<Mesh, MeshType>>()
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.unwrap();
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2020-01-11 09:46:51 +00:00
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mesh_storage.add(cube, "cube")
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};
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let transform_system_bundle = transform_system_bundle::build(world);
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scheduler.add_systems(AppStage::Update, transform_system_bundle);
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2020-01-11 09:59:39 +00:00
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world.insert(
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(),
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vec![(
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2020-01-11 09:46:51 +00:00
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cube_handle,
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LocalToWorld::identity(),
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Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)),
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2020-01-11 09:59:39 +00:00
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)],
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);
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2020-01-11 09:46:51 +00:00
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2020-01-11 09:59:39 +00:00
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world.insert(
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(),
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vec![(
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2020-01-11 09:46:51 +00:00
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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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2020-01-11 09:59:39 +00:00
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depth: 0.1..50.0,
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2020-01-11 09:46:51 +00:00
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target_view: None,
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},
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LocalToWorld::identity(),
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Translation::new(4.0, -4.0, 5.0),
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2020-01-11 09:59:39 +00:00
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Rotation::from_euler_angles(0.0, 0.0, 0.0),
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)],
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);
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2020-01-11 09:46:51 +00:00
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2020-01-11 09:59:39 +00:00
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world.insert(
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(),
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vec![
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// camera
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(
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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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ActiveCamera,
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LocalToWorld(Mat4::look_at_rh(
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Vec3::new(3.0, -5.0, 3.0),
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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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],
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);
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2020-01-11 09:46:51 +00:00
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2020-01-11 09:59:39 +00:00
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world.insert(
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(),
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vec![
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// camera
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(
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Camera::new(CameraType::Orthographic {
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left: 0.0,
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right: 0.0,
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bottom: 0.0,
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top: 0.0,
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near: 0.0,
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far: 1.0,
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}),
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ActiveCamera2d,
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),
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],
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);
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2020-01-11 09:46:51 +00:00
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2020-01-11 09:59:39 +00:00
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world.insert(
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(),
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vec![(Rect {
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position: math::vec2(75.0, 75.0),
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dimensions: math::vec2(100.0, 100.0),
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color: math::vec4(0.0, 1.0, 0.0, 1.0),
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},)],
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);
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2020-01-11 09:46:51 +00:00
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2020-01-11 09:59:39 +00:00
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world.insert(
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(),
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vec![(Rect {
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position: math::vec2(50.0, 50.0),
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dimensions: math::vec2(100.0, 100.0),
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color: math::vec4(1.0, 0.0, 0.0, 1.0),
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},)],
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);
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2020-01-11 09:46:51 +00:00
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2020-01-11 09:59:39 +00:00
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world.insert(
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(),
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vec![(Rect {
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position: math::vec2(100.0, 100.0),
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dimensions: math::vec2(100.0, 100.0),
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color: math::vec4(0.0, 0.0, 1.0, 1.0),
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},)],
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);
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}
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