2023-12-26 17:15:50 +00:00
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//! Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D
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use bevy::{
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prelude::*,
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render::{
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camera::RenderTarget,
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render_resource::{
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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},
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view::RenderLayers,
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},
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sprite::MaterialMesh2dBundle,
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window::WindowResized,
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};
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2024-09-09 22:34:58 +00:00
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use bevy_render::camera::ScalingMode;
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2023-12-26 17:15:50 +00:00
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/// In-game resolution width.
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const RES_WIDTH: u32 = 160;
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/// In-game resolution height.
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const RES_HEIGHT: u32 = 90;
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/// Default render layers for pixel-perfect rendering.
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/// You can skip adding this component, as this is the default.
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const PIXEL_PERFECT_LAYERS: RenderLayers = RenderLayers::layer(0);
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/// Render layers for high-resolution rendering.
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const HIGH_RES_LAYERS: RenderLayers = RenderLayers::layer(1);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
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.add_systems(Startup, (setup_camera, setup_sprite, setup_mesh))
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.add_systems(Update, (rotate, fit_canvas))
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.run();
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}
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/// Low-resolution texture that contains the pixel-perfect world.
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/// Canvas itself is rendered to the high-resolution world.
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#[derive(Component)]
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struct Canvas;
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/// Camera that renders the pixel-perfect world to the [`Canvas`].
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#[derive(Component)]
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struct InGameCamera;
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/// Camera that renders the [`Canvas`] (and other graphics on [`HIGH_RES_LAYERS`]) to the screen.
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#[derive(Component)]
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struct OuterCamera;
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#[derive(Component)]
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struct Rotate;
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fn setup_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
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// the sample sprite that will be rendered to the pixel-perfect canvas
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commands.spawn((
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SpriteBundle {
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texture: asset_server.load("pixel/bevy_pixel_dark.png"),
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transform: Transform::from_xyz(-40., 20., 2.),
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..default()
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},
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Rotate,
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PIXEL_PERFECT_LAYERS,
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));
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// the sample sprite that will be rendered to the high-res "outer world"
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commands.spawn((
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SpriteBundle {
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texture: asset_server.load("pixel/bevy_pixel_light.png"),
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transform: Transform::from_xyz(-40., -20., 2.),
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..default()
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},
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Rotate,
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HIGH_RES_LAYERS,
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));
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}
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/// Spawns a capsule mesh on the pixel-perfect layer.
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fn setup_mesh(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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commands.spawn((
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MaterialMesh2dBundle {
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2024-02-08 18:01:34 +00:00
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mesh: meshes.add(Capsule2d::default()).into(),
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2023-12-26 17:15:50 +00:00
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transform: Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)),
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Migrate from `LegacyColor` to `bevy_color::Color` (#12163)
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
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material: materials.add(Color::BLACK),
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2023-12-26 17:15:50 +00:00
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..default()
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},
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Rotate,
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PIXEL_PERFECT_LAYERS,
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));
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}
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fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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let canvas_size = Extent3d {
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width: RES_WIDTH,
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height: RES_HEIGHT,
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..default()
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};
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// this Image serves as a canvas representing the low-resolution game screen
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let mut canvas = Image {
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texture_descriptor: TextureDescriptor {
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label: None,
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size: canvas_size,
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dimension: TextureDimension::D2,
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format: TextureFormat::Bgra8UnormSrgb,
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mip_level_count: 1,
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sample_count: 1,
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usage: TextureUsages::TEXTURE_BINDING
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| TextureUsages::COPY_DST
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| TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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},
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..default()
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};
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// fill image.data with zeroes
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canvas.resize(canvas_size);
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let image_handle = images.add(canvas);
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// this camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas
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commands.spawn((
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Camera2dBundle {
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camera: Camera {
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// render before the "main pass" camera
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order: -1,
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target: RenderTarget::Image(image_handle.clone()),
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..default()
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},
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2024-07-22 18:28:23 +00:00
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msaa: Msaa::Off,
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2023-12-26 17:15:50 +00:00
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..default()
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},
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InGameCamera,
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PIXEL_PERFECT_LAYERS,
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));
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// spawn the canvas
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commands.spawn((
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SpriteBundle {
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texture: image_handle,
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..default()
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},
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Canvas,
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HIGH_RES_LAYERS,
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));
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// the "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
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// here, the canvas and one of the sample sprites will be rendered by this camera
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2024-07-22 18:28:23 +00:00
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commands.spawn((
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Camera2dBundle {
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msaa: Msaa::Off,
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..default()
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},
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OuterCamera,
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HIGH_RES_LAYERS,
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));
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2023-12-26 17:15:50 +00:00
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}
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/// Rotates entities to demonstrate grid snapping.
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fn rotate(time: Res<Time>, mut transforms: Query<&mut Transform, With<Rotate>>) {
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for mut transform in &mut transforms {
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let dt = time.delta_seconds();
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transform.rotate_z(dt);
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}
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}
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/// Scales camera projection to fit the window (integer multiples only).
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fn fit_canvas(
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mut resize_events: EventReader<WindowResized>,
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mut projections: Query<&mut OrthographicProjection, With<OuterCamera>>,
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) {
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for event in resize_events.read() {
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let h_scale = event.width / RES_WIDTH as f32;
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let v_scale = event.height / RES_HEIGHT as f32;
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let mut projection = projections.single_mut();
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2024-09-09 22:34:58 +00:00
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projection.scaling_mode = ScalingMode::WindowSize(h_scale.min(v_scale).round());
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2023-12-26 17:15:50 +00:00
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}
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}
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