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use bevy::{ |
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math::ops::{cos, sin}, |
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prelude::*, |
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tasks::AsyncComputeTaskPool, |
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}; |
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use crossbeam_channel::{Receiver, Sender}; |
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use futures_timer::Delay; |
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use rand::RngExt; |
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use std::time::Duration; |
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const NUM_CUBES: i32 = 6; |
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const LIGHT_RADIUS: f32 = 8.0; |
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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( |
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Startup, |
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( |
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setup_env, |
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setup_assets, |
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setup_channel, |
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spawn_tasks.after(setup_channel), |
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), |
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) |
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.add_systems(Update, (handle_finished_cubes, rotate_light)) |
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.run(); |
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} |
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fn spawn_tasks(channel: Res<CubeChannel>) { |
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let pool = AsyncComputeTaskPool::get(); |
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for x in -NUM_CUBES..NUM_CUBES { |
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for z in -NUM_CUBES..NUM_CUBES { |
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let sender = channel.sender.clone(); |
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pool.spawn(async move { |
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let delay = Duration::from_secs_f32(rand::rng().random_range(2.0..8.0)); |
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Delay::new(delay).await; |
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let _ = sender.send(CubeFinished { |
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transform: Transform::from_xyz(x as f32, 0.5, z as f32), |
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}); |
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}) |
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.detach(); |
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} |
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} |
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} |
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fn handle_finished_cubes( |
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mut commands: Commands, |
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channel: Res<CubeChannel>, |
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box_mesh: Res<BoxMeshHandle>, |
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box_material: Res<BoxMaterialHandle>, |
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) { |
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for msg in channel.receiver.try_iter() { |
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commands.spawn(( |
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Mesh3d(box_mesh.clone()), |
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MeshMaterial3d(box_material.clone()), |
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msg.transform, |
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)); |
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} |
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} |
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fn setup_channel(mut commands: Commands) { |
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let (sender, receiver) = crossbeam_channel::unbounded(); |
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commands.insert_resource(CubeChannel { sender, receiver }); |
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} |
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#[derive(Resource)] |
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struct CubeChannel { |
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sender: Sender<CubeFinished>, |
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receiver: Receiver<CubeFinished>, |
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} |
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#[derive(Debug)] |
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struct CubeFinished { |
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transform: Transform, |
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} |
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#[derive(Resource, Deref)] |
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struct BoxMeshHandle(Handle<Mesh>); |
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#[derive(Resource, Deref)] |
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struct BoxMaterialHandle(Handle<StandardMaterial>); |
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fn setup_assets( |
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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 box_mesh_handle = meshes.add(Cuboid::new(0.4, 0.4, 0.4)); |
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commands.insert_resource(BoxMeshHandle(box_mesh_handle)); |
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let box_material_handle = materials.add(Color::srgb(1.0, 0.2, 0.3)); |
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commands.insert_resource(BoxMaterialHandle(box_material_handle)); |
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} |
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fn setup_env( |
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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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commands.spawn(( |
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Mesh3d(meshes.add(Circle::new(1.618 * NUM_CUBES as f32))), |
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MeshMaterial3d(materials.add(Color::WHITE)), |
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)), |
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)); |
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commands.spawn(( |
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PointLight { |
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shadow_maps_enabled: true, |
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..default() |
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}, |
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Transform::from_xyz(0.0, LIGHT_RADIUS, 4.0), |
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)); |
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(-6.5, 5.5, 12.0).looking_at(Vec3::ZERO, Vec3::Y), |
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)); |
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} |
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fn rotate_light(mut query: Query<&mut Transform, With<PointLight>>, time: Res<Time>) { |
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for mut transform in query.iter_mut() { |
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let angle = 1.618 * time.elapsed_secs(); |
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let x = LIGHT_RADIUS * cos(angle); |
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let z = LIGHT_RADIUS * sin(angle); |
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transform.translation = Vec3::new(x, LIGHT_RADIUS, z); |
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} |
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} |