mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
more example cleanup and polish
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parent
471639841b
commit
bb111cbafa
15 changed files with 63 additions and 116 deletions
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@ -12,7 +12,6 @@ profiler = ["bevy_ecs/profiler", "bevy_diagnostic/profiler"]
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members = [
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"crates/*",
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"crates/bevy_ecs/hecs",
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"examples/app/dynamic_plugin_loading/example_plugin"
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]
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[dependencies]
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@ -88,10 +87,6 @@ path = "examples/3d/texture.rs"
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name = "z_sort_debug"
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path = "examples/3d/z_sort_debug.rs"
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[[example]]
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name = "dynamic_plugin_loading"
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path = "examples/app/dynamic_plugin_loading/main.rs"
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[[example]]
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name = "empty_defaults"
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path = "examples/app/empty_defaults.rs"
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@ -20,3 +20,21 @@ impl Default for StandardMaterial {
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}
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}
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}
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impl From<Color> for StandardMaterial {
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fn from(color: Color) -> Self {
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StandardMaterial {
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albedo: color,
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..Default::default()
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}
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}
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}
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impl From<Handle<Texture>> for StandardMaterial {
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fn from(texture: Handle<Texture>) -> Self {
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StandardMaterial {
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albedo_texture: Some(texture),
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..Default::default()
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}
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}
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}
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@ -9,6 +9,31 @@ impl Rotation {
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pub fn identity() -> Self {
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Self(Quat::identity())
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}
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#[inline(always)]
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pub fn from_rotation_yxz(yaw: f32, pitch: f32, roll: f32) -> Self {
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Self(Quat::from_rotation_ypr(yaw, pitch, roll))
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}
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#[inline(always)]
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pub fn from_rotation_xyz(x: f32, y: f32, z: f32) -> Self {
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Self(Quat::from_rotation_ypr(y, x, z))
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}
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#[inline(always)]
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pub fn from_rotation_x(x: f32) -> Self {
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Self(Quat::from_rotation_x(x))
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}
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#[inline(always)]
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pub fn from_rotation_y(y: f32) -> Self {
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Self(Quat::from_rotation_y(y))
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}
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#[inline(always)]
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pub fn from_rotation_z(z: f32) -> Self {
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Self(Quat::from_rotation_z(z))
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}
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}
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impl Default for Rotation {
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@ -14,32 +14,18 @@ fn setup(
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// create a cube and a plane mesh
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let plane_handle = meshes.add(Mesh::from(shape::Plane { size: 10.0 }));
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// create materials for our cube and plane
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let cube_material_handle = materials.add(StandardMaterial {
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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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});
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let plane_material_handle = materials.add(StandardMaterial {
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albedo: Color::rgb(0.1, 0.2, 0.1),
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..Default::default()
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});
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// add entities to the world
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commands
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// plane
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.spawn(PbrComponents {
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mesh: plane_handle,
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material: plane_material_handle,
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mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
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material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
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..Default::default()
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})
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// cube
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.spawn(PbrComponents {
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mesh: cube_handle,
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material: cube_material_handle,
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()),
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translation: Translation::new(0.0, 1.0, 0.0),
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..Default::default()
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})
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@ -13,23 +13,14 @@ fn setup(
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// load the mesh
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let mesh_handle = asset_server
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.load("assets/models/monkey/Monkey.gltf")
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.unwrap();
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// create a material for the mesh
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let material_handle = materials.add(StandardMaterial {
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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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});
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// add entities to the world
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commands
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// mesh
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.spawn(PbrComponents {
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mesh: mesh_handle,
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material: material_handle,
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// load the mesh
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mesh: asset_server.load("assets/models/monkey/Monkey.gltf").unwrap(),
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// create a material for the mesh
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material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()),
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..Default::default()
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})
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// light
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@ -22,10 +22,7 @@ fn setup(
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// cube
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.spawn(PbrComponents {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(StandardMaterial {
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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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}),
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material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()),
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..Default::default()
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})
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// light
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@ -1,7 +1,7 @@
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use bevy::prelude::*;
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struct Rotator;
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/// This example illustrates how to create parent->child relationships between entities how parent transforms
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/// are propagated to their descendants
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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@ -11,6 +11,9 @@ fn main() {
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.run();
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}
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/// this component indicates what entities should rotate
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struct Rotator;
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/// rotates the parent, which will result in the child also rotating
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fn rotator_system(time: Res<Time>, mut query: Query<(&Rotator, &mut Rotation)>) {
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for (_rotator, mut rotation) in &mut query.iter() {
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@ -36,7 +36,6 @@ fn setup(
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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commands
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// light
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.spawn(LightComponents {
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@ -54,6 +53,7 @@ fn setup(
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});
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let mut rng = StdRng::from_entropy();
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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for _ in 0..10000 {
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commands.spawn(PbrComponents {
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mesh: cube_handle,
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@ -1,5 +1,6 @@
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use bevy::prelude::*;
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/// This example shows various ways to configure texture materials in 3D
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fn main() {
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App::build()
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.add_default_plugins()
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@ -15,7 +16,7 @@ fn setup(
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mut textures: ResMut<Assets<Texture>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// load a texture
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// load a texture and retrieve its aspect ratio
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let texture_handle = asset_server
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.load_sync(&mut textures, "assets/branding/bevy_logo_dark_big.png")
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.unwrap();
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@ -1,3 +0,0 @@
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/target
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**/*.rs.bk
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Cargo.lock
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@ -1,11 +0,0 @@
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[package]
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name = "example_plugin"
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version = "0.1.0"
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authors = ["Carter Anderson <mcanders1@gmail.com>"]
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edition = "2018"
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[lib]
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crate-type = ["cdylib"]
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[dependencies]
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bevy = { path = "../../../../../bevy" }
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@ -1,44 +0,0 @@
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use bevy::prelude::*;
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#[derive(DynamicAppPlugin)]
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pub struct ExamplePlugin;
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impl AppPlugin for ExamplePlugin {
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fn build(&self, app: &mut AppBuilder) {
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app.add_startup_system(setup.system());
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}
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let cube_material_handle = materials.add(StandardMaterial {
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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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});
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commands
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// cube
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.spawn(PbrComponents {
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mesh: cube_handle,
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material: cube_material_handle,
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..Default::default()
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})
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// light
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.spawn(LightComponents {
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translation: Translation::new(4.0, 5.0, 4.0),
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..Default::default()
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})
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// camera
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.spawn(Camera3dComponents {
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(3.0, 5.0, 8.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 1.0, 0.0),
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)),
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..Default::default()
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});
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}
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@ -1,8 +0,0 @@
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use bevy::prelude::*;
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fn main() {
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App::build()
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.add_default_plugins()
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.load_plugin("target/debug/libexample_plugin.so")
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.run();
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}
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@ -68,7 +68,7 @@ fn setup(
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AssetRenderResourcesNode::<MyMaterial>::new(true),
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);
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// Add a Render Graph edge connecting our new "my_material" node to the main pass node
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// Add a Render Graph edge connecting our new "my_material" node to the main pass node. This ensures "my_material" runs before the main pass
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render_graph
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.add_node_edge("my_material", base::node::MAIN_PASS)
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.unwrap();
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@ -78,14 +78,11 @@ fn setup(
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color: Color::rgb(0.0, 0.8, 0.0),
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});
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// Create a cube mesh which will use our material
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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// Setup our world
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commands
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// cube
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.spawn(MeshComponents {
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mesh: cube_handle,
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
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pipeline_handle,
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// NOTE: in the future you wont need to manually declare dynamic bindings
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@ -80,7 +80,7 @@ fn setup(
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AssetRenderResourcesNode::<MyMaterial>::new(true),
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);
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// Add a Render Graph edge connecting our new "my_material" node to the main pass node
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// Add a Render Graph edge connecting our new "my_material" node to the main pass node. This ensures "my_material" runs before the main pass
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render_graph
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.add_node_edge("my_material", base::node::MAIN_PASS)
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.unwrap();
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