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Make many_cubes example more interesting (#4015)
# Objective - Make the many_cubes example more interesting (and look more like many_sprites) ## Solution - Actually display many cubes - Move the camera around
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1 changed files with 78 additions and 5 deletions
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@ -9,6 +9,8 @@ fn main() {
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.add_plugin(LogDiagnosticsPlugin::default())
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.add_plugin(LogDiagnosticsPlugin::default())
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.add_startup_system(setup)
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.add_startup_system(setup)
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.add_system(move_camera)
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.add_system(print_mesh_count)
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.run();
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.run();
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}
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}
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@ -17,8 +19,8 @@ fn setup(
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mut meshes: ResMut<Assets<Mesh>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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) {
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const WIDTH: usize = 100;
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const WIDTH: usize = 200;
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const HEIGHT: usize = 100;
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const HEIGHT: usize = 200;
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let mesh = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let mesh = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let material = materials.add(StandardMaterial {
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let material = materials.add(StandardMaterial {
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base_color: Color::PINK,
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base_color: Color::PINK,
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@ -28,17 +30,88 @@ fn setup(
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for y in 0..HEIGHT {
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for y in 0..HEIGHT {
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// cube
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// cube
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commands.spawn_bundle(PbrBundle {
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commands.spawn_bundle(PbrBundle {
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mesh: mesh.clone(),
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mesh: mesh.clone_weak(),
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material: material.clone(),
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material: material.clone_weak(),
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transform: Transform::from_xyz((x as f32) * 2.0, (y as f32) * 2.0, 0.0),
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transform: Transform::from_xyz((x as f32) * 2.0, (y as f32) * 2.0, 0.0),
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..default()
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..default()
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});
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});
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commands.spawn_bundle(PbrBundle {
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mesh: mesh.clone_weak(),
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material: material.clone_weak(),
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transform: Transform::from_xyz(
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(x as f32) * 2.0,
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HEIGHT as f32 * 2.0,
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(y as f32) * 2.0,
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),
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..Default::default()
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});
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commands.spawn_bundle(PbrBundle {
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mesh: mesh.clone_weak(),
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material: material.clone_weak(),
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transform: Transform::from_xyz((x as f32) * 2.0, 0.0, (y as f32) * 2.0),
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..Default::default()
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});
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commands.spawn_bundle(PbrBundle {
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mesh: mesh.clone_weak(),
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material: material.clone_weak(),
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transform: Transform::from_xyz(0.0, (x as f32) * 2.0, (y as f32) * 2.0),
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..Default::default()
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});
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}
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}
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}
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}
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// add one cube, the only one with strong handles
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// also serves as a reference point during rotation
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commands.spawn_bundle(PbrBundle {
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mesh,
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material,
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transform: Transform {
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translation: Vec3::new(0.0, HEIGHT as f32 * 2.0, 0.0),
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scale: Vec3::splat(5.0),
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..Default::default()
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},
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..Default::default()
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});
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// camera
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(80.0, 80.0, 300.0),
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transform: Transform::from_xyz(WIDTH as f32, HEIGHT as f32, WIDTH as f32),
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..default()
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..default()
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});
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});
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commands.spawn_bundle(DirectionalLightBundle {
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..Default::default()
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});
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}
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// System for rotating the camera
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fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
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let mut camera_transform = camera_query.single_mut();
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camera_transform.rotate(Quat::from_rotation_z(time.delta_seconds() * 0.5));
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camera_transform.rotate(Quat::from_rotation_x(time.delta_seconds() * 0.5));
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}
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// System for printing the number of meshes on every tick of the timer
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fn print_mesh_count(
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time: Res<Time>,
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mut timer: Local<PrintingTimer>,
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sprites: Query<(&Handle<Mesh>, &ComputedVisibility)>,
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) {
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timer.0.tick(time.delta());
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if timer.0.just_finished() {
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info!(
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"Meshes: {} - Visible Meshes {}",
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sprites.iter().len(),
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sprites.iter().filter(|(_, cv)| cv.is_visible).count(),
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);
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}
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}
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struct PrintingTimer(Timer);
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impl Default for PrintingTimer {
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fn default() -> Self {
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Self(Timer::from_seconds(1.0, true))
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}
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}
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}
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