2020-01-19 21:24:01 +00:00
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use bevy::prelude::*;
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2020-01-27 05:44:01 +00:00
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use bevy::render::render_graph_2::{StandardMaterial, ShaderUniforms, uniform_selector};
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2020-01-28 09:53:28 +00:00
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use std::collections::VecDeque;
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use rand::{rngs::StdRng, Rng, SeedableRng};
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2020-01-19 21:24:01 +00:00
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fn main() {
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2020-01-28 09:53:28 +00:00
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AppBuilder::new().add_defaults().add_system(build_move_system()).add_system(build_print_status_system()).setup_world(setup).run();
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2020-01-27 09:40:53 +00:00
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}
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fn build_move_system() -> Box<dyn Schedulable> {
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SystemBuilder::new("Move")
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.read_resource::<Time>()
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.with_query(<(Write<Translation>, Write<StandardMaterial>)>::query())
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.build(move |_, world, time, person_query| {
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for (mut translation, mut material) in person_query.iter_mut(world) {
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translation.0 += math::vec3(1.0, 0.0, 0.0) * time.delta_seconds;
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material.albedo = material.albedo + math::vec4(-time.delta_seconds, -time.delta_seconds, time.delta_seconds, 0.0);
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}
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})
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2020-01-19 21:24:01 +00:00
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}
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2020-01-28 09:53:28 +00:00
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fn build_print_status_system() -> Box<dyn Schedulable> {
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let mut elapsed = 0.0;
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let mut frame_time_total = 0.0;
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let mut frame_time_count = 0;
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let frame_time_max = 10;
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let mut frame_time_values = VecDeque::new();
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SystemBuilder::new("PrintStatus")
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.read_resource::<Time>()
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.build(move |_, _world, time, _queries| {
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elapsed += time.delta_seconds;
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frame_time_values.push_front(time.delta_seconds);
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frame_time_total += time.delta_seconds;
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frame_time_count += 1;
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if frame_time_count > frame_time_max {
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frame_time_count = frame_time_max;
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frame_time_total -= frame_time_values.pop_back().unwrap();
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}
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if elapsed > 1.0 {
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if frame_time_count > 0 && frame_time_total > 0.0 {
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println!(
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"fps: {}",
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1.0 / (frame_time_total / frame_time_count as f32)
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)
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}
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elapsed = 0.0;
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}
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})
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}
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2020-01-19 21:24:01 +00:00
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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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2020-01-28 09:53:28 +00:00
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let mut builder = world.build()
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2020-01-19 21:24:01 +00:00
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// plane
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2020-01-27 09:44:02 +00:00
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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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},
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shader_uniforms: ShaderUniforms {
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uniform_selectors: vec![
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uniform_selector::<StandardMaterial>,
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uniform_selector::<LocalToWorld>,
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],
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},
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(0.0, 0.0, 0.0),
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})
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2020-01-19 21:24:01 +00:00
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// cube
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2020-01-27 05:44:01 +00:00
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.add_archetype(NewMeshEntity {
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mesh: cube_handle.clone(),
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2020-01-26 08:24:50 +00:00
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material: StandardMaterial {
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albedo: math::vec4(1.0, 0.0, 0.0, 1.0),
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},
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shader_uniforms: ShaderUniforms {
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2020-01-27 05:44:01 +00:00
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uniform_selectors: vec![
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uniform_selector::<StandardMaterial>,
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uniform_selector::<LocalToWorld>,
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2020-01-27 09:13:38 +00:00
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],
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2020-01-26 08:24:50 +00:00
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},
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2020-01-19 21:24:01 +00:00
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(0.0, 0.0, 1.0),
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})
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2020-01-27 09:13:38 +00:00
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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(0.0, 1.0, 0.0, 1.0),
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},
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shader_uniforms: ShaderUniforms {
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uniform_selectors: vec![
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uniform_selector::<StandardMaterial>,
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uniform_selector::<LocalToWorld>,
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],
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},
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(-2.0, 0.0, 1.0),
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})
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2020-01-19 21:24:01 +00:00
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// light
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2020-02-05 17:59:36 +00:00
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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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2020-01-19 21:24:01 +00:00
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// camera
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2020-01-27 05:44:01 +00:00
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.add_archetype(CameraEntity {
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2020-01-19 21:24:01 +00:00
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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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2020-01-28 09:53:28 +00:00
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});
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let mut rng = StdRng::from_entropy();
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for _ in 0..10000 {
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builder = builder.add_archetype(NewMeshEntity {
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mesh: cube_handle.clone(),
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material: StandardMaterial {
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2020-02-04 05:00:00 +00:00
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albedo: math::vec4(rng.gen_range(0.0, 1.0), rng.gen_range(0.0, 1.0), rng.gen_range(0.0, 1.0), 1.0),
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2020-01-28 09:53:28 +00:00
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},
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shader_uniforms: ShaderUniforms {
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uniform_selectors: vec![
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uniform_selector::<StandardMaterial>,
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uniform_selector::<LocalToWorld>,
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],
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},
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(rng.gen_range(-50.0, 50.0), rng.gen_range(-50.0, 50.0), 0.0),
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2020-01-19 21:24:01 +00:00
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})
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2020-01-28 09:53:28 +00:00
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}
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builder.build();
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2020-01-19 21:24:01 +00:00
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}
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