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use bevy::{ |
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asset::RenderAssetUsages, gltf::GltfLoaderSettings, |
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input::common_conditions::input_just_pressed, mesh::VertexAttributeValues, prelude::*, |
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}; |
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|
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fn main() { |
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App::new() |
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.add_plugins(DefaultPlugins) |
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.add_systems(Startup, (setup, spawn_text)) |
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.add_systems( |
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Update, |
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alter_handle.run_if(input_just_pressed(KeyCode::Space)), |
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) |
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.add_systems( |
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Update, |
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alter_mesh.run_if(input_just_pressed(KeyCode::Enter)), |
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) |
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.run(); |
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} |
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|
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#[derive(Component, Debug)] |
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enum Shape { |
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Cube, |
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Sphere, |
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} |
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|
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impl Shape { |
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fn get_model_path(&self) -> String { |
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match self { |
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Shape::Cube => "models/cube/cube.gltf".into(), |
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Shape::Sphere => "models/sphere/sphere.gltf".into(), |
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} |
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} |
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|
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fn set_next_variant(&mut self) { |
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*self = match self { |
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Shape::Cube => Shape::Sphere, |
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Shape::Sphere => Shape::Cube, |
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} |
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} |
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} |
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|
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#[derive(Component, Debug)] |
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struct Left; |
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|
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fn setup( |
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mut commands: Commands, |
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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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let left_shape = Shape::Cube; |
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let right_shape = Shape::Cube; |
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let left_shape_model = asset_server |
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.load_builder() |
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.with_settings( |
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|settings: &mut GltfLoaderSettings| settings.load_meshes = RenderAssetUsages::all(), |
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) |
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.load( |
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GltfAssetLabel::Primitive { |
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mesh: 0, |
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primitive: 0, |
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} |
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.from_asset(left_shape.get_model_path()), |
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); |
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let right_shape_model = asset_server.load( |
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GltfAssetLabel::Primitive { |
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mesh: 0, |
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primitive: 0, |
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} |
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.from_asset(right_shape.get_model_path()), |
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); |
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let material_handle = materials.add(StandardMaterial { |
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base_color: Color::srgb(0.6, 0.8, 0.6), |
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..default() |
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}); |
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|
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commands.spawn(( |
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Left, |
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Name::new("Left Shape"), |
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Mesh3d(left_shape_model), |
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MeshMaterial3d(material_handle.clone()), |
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Transform::from_xyz(-3.0, 0.0, 0.0), |
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left_shape, |
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)); |
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commands.spawn(( |
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Name::new("Right Shape"), |
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Mesh3d(right_shape_model), |
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MeshMaterial3d(material_handle), |
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Transform::from_xyz(3.0, 0.0, 0.0), |
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right_shape, |
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)); |
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commands.spawn(( |
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Name::new("Point Light"), |
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PointLight::default(), |
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Transform::from_xyz(4.0, 5.0, 4.0), |
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)); |
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|
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commands.spawn(( |
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Name::new("Camera"), |
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Camera3d::default(), |
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Transform::from_xyz(0.0, 3.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y), |
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)); |
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} |
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fn spawn_text(mut commands: Commands) { |
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commands.spawn(( |
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Name::new("Instructions"), |
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Text::new( |
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"Space: swap meshes by mutating a Handle<Mesh>\n\ |
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Return: mutate the mesh itself, changing all copies of it", |
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), |
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Node { |
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position_type: PositionType::Absolute, |
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top: px(12), |
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left: px(12), |
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..default() |
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}, |
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)); |
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} |
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|
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fn alter_handle( |
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asset_server: Res<AssetServer>, |
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right_shape: Single<(&mut Mesh3d, &mut Shape), Without<Left>>, |
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) { |
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let (mut mesh, mut shape) = right_shape.into_inner(); |
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shape.set_next_variant(); |
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mesh.0 = asset_server.load( |
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GltfAssetLabel::Primitive { |
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mesh: 0, |
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primitive: 0, |
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} |
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.from_asset(shape.get_model_path()), |
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); |
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} |
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|
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fn alter_mesh( |
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mut is_mesh_scaled: Local<bool>, |
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left_shape: Single<&Mesh3d, With<Left>>, |
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mut meshes: ResMut<Assets<Mesh>>, |
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) { |
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let Some(mut mesh) = meshes.get_mut(*left_shape) else { |
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return; |
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}; |
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if let Some(VertexAttributeValues::Float32x3(positions)) = |
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mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION) |
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{ |
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let scale_factor = if *is_mesh_scaled { 0.5 } else { 2.0 }; |
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for position in positions.iter_mut() { |
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position[0] *= scale_factor; |
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position[1] *= scale_factor; |
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position[2] *= scale_factor; |
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} |
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*is_mesh_scaled = !*is_mesh_scaled; |
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} |
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} |