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|
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use argh::FromArgs; |
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use bevy::{ |
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}, |
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prelude::*, |
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window::{PresentMode, WindowResolution}, |
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winit::WinitSettings, |
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}; |
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use std::f32::consts::PI; |
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|
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#[derive(FromArgs, Resource)] |
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|
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struct Args { |
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|
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#[argh(option, short = 'n', default = "10")] |
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grid_size: usize, |
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} |
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|
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fn main() { |
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|
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#[cfg(not(target_arch = "wasm32"))] |
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let args: Args = argh::from_env(); |
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#[cfg(target_arch = "wasm32")] |
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let args = Args::from_args(&[], &[]).unwrap(); |
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|
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App::new() |
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.add_plugins(( |
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DefaultPlugins.set(WindowPlugin { |
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primary_window: Some(Window { |
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resolution: WindowResolution::new(1920, 1080).with_scale_factor_override(1.0), |
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title: "many_materials".into(), |
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present_mode: PresentMode::AutoNoVsync, |
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..default() |
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}), |
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..default() |
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}), |
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FrameTimeDiagnosticsPlugin::default(), |
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LogDiagnosticsPlugin::default(), |
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)) |
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.insert_resource(WinitSettings::continuous()) |
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.insert_resource(args) |
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.add_systems(Startup, setup) |
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.add_systems(Update, animate_materials) |
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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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args: Res<Args>, |
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mesh_assets: ResMut<Assets<Mesh>>, |
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material_assets: ResMut<Assets<StandardMaterial>>, |
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) { |
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warn!(include_str!("warning_string.txt")); |
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|
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let args = args.into_inner(); |
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let material_assets = material_assets.into_inner(); |
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let mesh_assets = mesh_assets.into_inner(); |
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let n = args.grid_size; |
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|
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|
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let w = n as f32; |
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(w * 1.25, w + 1.0, w * 1.25) |
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.looking_at(Vec3::new(0.0, (w * -1.1) + 1.0, 0.0), Vec3::Y), |
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)); |
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|
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|
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commands.spawn(( |
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), |
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DirectionalLight { |
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illuminance: 3000.0, |
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shadow_maps_enabled: true, |
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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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let mesh_handle = mesh_assets.add(Cuboid::from_size(Vec3::ONE)); |
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for x in 0..n { |
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for z in 0..n { |
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commands.spawn(( |
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Mesh3d(mesh_handle.clone()), |
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MeshMaterial3d(material_assets.add(Color::WHITE)), |
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Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)), |
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)); |
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} |
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} |
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} |
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|
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fn animate_materials( |
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material_handles: Query<&MeshMaterial3d<StandardMaterial>>, |
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time: Res<Time>, |
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mut materials: ResMut<Assets<StandardMaterial>>, |
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) { |
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for (i, material_handle) in material_handles.iter().enumerate() { |
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if let Some(mut material) = materials.get_mut(material_handle) { |
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let color = Color::hsl( |
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((i as f32 * 2.345 + time.elapsed_secs()) * 100.0) % 360.0, |
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1.0, |
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0.5, |
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); |
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material.base_color = color; |
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} |
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} |
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} |