base
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fb801af4f3
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34
src/main.rs
34
src/main.rs
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@ -13,6 +13,11 @@ const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const WRONG_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15);
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const WRONG_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15);
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const RIGHT_BUTTON: Color = Color::srgb(0.15, 0.50, 0.15);
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const RIGHT_BUTTON: Color = Color::srgb(0.15, 0.50, 0.15);
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const EASYNESS: f32 = 1.5;
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const MAX_STAR_SIZE: f32 = 0.63;
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const STAR_SCALE: f32 = 0.02;
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const SKY_RADIUS: f32 = 4.0;
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#[derive(Serialize, Deserialize, Debug, Clone)]
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#[derive(Serialize, Deserialize, Debug, Clone)]
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struct StarData {
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struct StarData {
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#[serde(rename = "Dec")]
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#[serde(rename = "Dec")]
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@ -110,20 +115,6 @@ fn spawn_cons_lines(
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}
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}
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}
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}
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info!("show : {}", target_constellation.name);
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// Define vertices for the line (two points in 3D space)
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// let vertices = vec![
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// [-1.0, -1.0, 0.0], // Starting point (origin)
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// [-1.0, 1.0, 0.0], // Ending point
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// [1.0, -1.0, 0.0], // Starting point (origin)
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// [1.0, 1.0, 0.0], // Ending point
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// [0.0, -1.0, 1.0], // Starting point (origin)
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// [0.0, 1.0, 1.0], // Ending point
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// [0.0, -1.0, -1.0], // Starting point (origin)
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// [0.0, 1.0, -1.0], // Ending point
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// ];
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let mut vertices : Vec<Vec3> = vec![];
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let mut vertices : Vec<Vec3> = vec![];
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for line in target_constellation.lines {
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for line in target_constellation.lines {
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@ -137,10 +128,6 @@ fn spawn_cons_lines(
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let mut mesh = Mesh::new(PrimitiveTopology::LineList, RenderAssetUsages::RENDER_WORLD);
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let mut mesh = Mesh::new(PrimitiveTopology::LineList, RenderAssetUsages::RENDER_WORLD);
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mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
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mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
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// (Optional) Define indices if you want more complex line patterns
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// mesh.set_indices(Some(Indices::U32(vec![0, 1])));
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// Spawn the mesh with the line material in the scene
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commands.spawn((
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commands.spawn((
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PbrBundle {
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PbrBundle {
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mesh: meshes.add(mesh),
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mesh: meshes.add(mesh),
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@ -162,9 +149,6 @@ fn star_setup(
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let stars = get_stars().unwrap();
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let stars = get_stars().unwrap();
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let star_scale = 0.02;
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let sky_radius = 4.0;
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//let mesh = meshes.add(Cuboid::new(star_size, star_size, star_size));
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//let mesh = meshes.add(Cuboid::new(star_size, star_size, star_size));
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let star_mesh = meshes.add(Sphere::new(1.0).mesh().ico(3).unwrap());
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let star_mesh = meshes.add(Sphere::new(1.0).mesh().ico(3).unwrap());
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//let material = materials.add(Color::srgb(1.0, 1.0, 1.0));
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//let material = materials.add(Color::srgb(1.0, 1.0, 1.0));
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@ -174,14 +158,14 @@ fn star_setup(
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});
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});
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for star in stars {
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for star in stars {
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let star_pos = star_position(star.clone()) * sky_radius;
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let star_pos = star_position(star.clone()) * SKY_RADIUS;
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let star_mag = star.v.parse::<f32>().unwrap();
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let star_mag = star.v.parse::<f32>().unwrap();
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let mut star_size = star_scale * 2.512f32.powf(-star_mag*0.5);
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let mut star_size = STAR_SCALE * 2.512f32.powf(-star_mag*0.5);
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if star.constellation.is_some() {
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if star.constellation.is_some() {
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star_size *= 1.5;
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star_size *= EASYNESS;
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}
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}
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star_size = star_size.min(0.63*star_scale);
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star_size = star_size.min(MAX_STAR_SIZE*STAR_SCALE);
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commands.spawn((
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commands.spawn((
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PbrBundle {
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PbrBundle {
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