2024-10-05 09:37:47 +02:00
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//! A simple 3D scene with light shining over a cube sitting on a plane.
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2024-10-05 08:41:37 +02:00
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use bevy::prelude::*;
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2024-10-05 09:37:47 +02:00
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use bevy::render::*;
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use bevy::math::*;
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2024-10-05 08:41:37 +02:00
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fn main() {
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App::new()
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2024-10-05 09:37:47 +02:00
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.run();
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2024-10-05 08:41:37 +02:00
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}
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2024-10-05 09:46:57 +02:00
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#[derive(Component)]
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struct Star;
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2024-10-05 08:41:37 +02:00
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fn setup(
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2024-10-05 09:37:47 +02:00
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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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2024-10-05 08:41:37 +02:00
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) {
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2024-10-05 09:46:57 +02:00
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// plane
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2024-10-05 09:37:47 +02:00
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commands.spawn((
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2024-10-05 09:46:57 +02:00
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PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(20., 20.)),
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material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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2024-10-05 09:37:47 +02:00
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..default()
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},
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2024-10-05 09:46:57 +02:00
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Star,
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2024-10-05 09:37:47 +02:00
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));
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2024-10-05 09:46:57 +02:00
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// light
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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2024-10-05 09:37:47 +02:00
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// camera
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2024-10-05 09:46:57 +02:00
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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2024-10-05 08:41:37 +02:00
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}
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2024-10-05 09:46:57 +02:00
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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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//
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// let star_material = materials.add(Color::WHITE);
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//
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// let star = meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(1.0)));
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//
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// // circular base
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// commands.spawn(MaterialMeshBundle {
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// mesh: star,
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// material: star_material.clone(),
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// transform: Transform::from_xyz(0.0, 1.0, 0.0),
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// ..default()
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// });
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// // light
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// commands.spawn((
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// PointLight {
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// shadows_enabled: true,
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// ..default()
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// },
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// Transform::from_xyz(0.0, 0.8, 1.0),
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// ));
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// // camera
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// commands.spawn((
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// Camera3d::default(),
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// Transform::from_xyz(0.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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// ));
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// }
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