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use bevy::prelude::*; |
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|
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fn main() { |
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App::new() |
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.insert_resource(GlobalAmbientLight { |
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brightness: 60.0, |
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..default() |
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}) |
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.add_plugins(DefaultPlugins) |
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.add_systems(Startup, setup) |
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.run(); |
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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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|
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y), |
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)); |
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|
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|
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commands.spawn(( |
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Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))), |
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MeshMaterial3d(materials.add(StandardMaterial { |
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base_color: Color::srgb(0.2, 0.2, 0.2), |
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perceptual_roughness: 0.08, |
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..default() |
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})), |
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)); |
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|
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const COUNT: usize = 6; |
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let position_range = -2.0..2.0; |
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let radius_range = 0.0..0.4; |
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let pos_len = position_range.end - position_range.start; |
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let radius_len = radius_range.end - radius_range.start; |
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let mesh = meshes.add(Sphere::new(1.0).mesh().uv(120, 64)); |
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|
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for i in 0..COUNT { |
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let percent = i as f32 / COUNT as f32; |
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let radius = radius_range.start + percent * radius_len; |
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|
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|
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commands |
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.spawn(( |
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Mesh3d(mesh.clone()), |
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MeshMaterial3d(materials.add(StandardMaterial { |
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base_color: Color::srgb(0.5, 0.5, 1.0), |
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unlit: true, |
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..default() |
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})), |
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Transform::from_xyz(position_range.start + percent * pos_len, 0.3, 0.0) |
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.with_scale(Vec3::splat(radius)), |
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)) |
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.with_child(PointLight { |
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radius, |
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color: Color::srgb(0.2, 0.2, 1.0), |
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..default() |
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}); |
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} |
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} |