move some stuff or idk
parent
f101e735f6
commit
d727f52ff0
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@ -0,0 +1,33 @@
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use bevy::prelude::*;
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use crate::player::*;
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pub struct Camera;
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pub fn camera_follow_player(
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player: Query<(&Transform, &Player), Without<Camera>>,
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mut camera: Query<(&mut Transform, &Camera), Without<Player>>,
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time: Res<Time>,
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) {
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let player_pos = if let Some(player) = player.iter().next() {
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player.0.translation
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} else {
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return;
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};
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let ds = time.delta_seconds() * 5.0;
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for (mut trans, _) in camera.iter_mut() {
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trans.look_at(player_pos, Vec3::Y);
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// keep a distance to the player
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if trans.translation.distance(player_pos) > 170.0 {
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let mut d = trans.rotation * Vec3::Z * ds;
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d.y = 0.0;
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trans.translation -= d;
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}
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if trans.translation.distance(player_pos) < 130.0 {
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let mut d = trans.rotation * Vec3::Z * ds;
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d.y = 0.0;
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trans.translation += d;
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}
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}
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}
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@ -6,6 +6,8 @@ mod light_balls;
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use light_balls::*;
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use light_balls::*;
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mod player;
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mod player;
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use player::*;
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use player::*;
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mod camera;
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use camera::*;
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mod columns;
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mod columns;
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use columns::*;
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use columns::*;
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@ -23,9 +25,6 @@ fn main() {
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.run();
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.run();
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}
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}
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pub struct Camera;
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/// set up a simple 3D scene
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fn setup(
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fn setup(
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mut commands: Commands,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut meshes: ResMut<Assets<Mesh>>,
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@ -33,7 +32,7 @@ fn setup(
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mut ambient: ResMut<AmbientLight>,
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mut ambient: ResMut<AmbientLight>,
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light_ball_materials: Res<LightBallMaterials>,
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light_ball_materials: Res<LightBallMaterials>,
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) {
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) {
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// set ambient light to 0
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// set ambient light to very low
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ambient.color = Color::rgb(0.3, 0.3, 0.3);
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ambient.color = Color::rgb(0.3, 0.3, 0.3);
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ambient.brightness = 0.02;
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ambient.brightness = 0.02;
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@ -1,7 +1,5 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use crate::Camera;
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pub struct Player;
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pub struct Player;
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pub struct PlayerLight {
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pub struct PlayerLight {
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i: u8,
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i: u8,
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@ -31,7 +29,7 @@ pub fn spawn_player(
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light_material.emissive = Color::rgb(15.0, 15.0, 15.0);
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light_material.emissive = Color::rgb(15.0, 15.0, 15.0);
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let light_material = materials.add(light_material);
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let light_material = materials.add(light_material);
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for i in 0..10 {
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for i in 0..6 {
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parent
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parent
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.spawn_bundle(PbrBundle {
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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@ -59,7 +57,7 @@ pub fn light_movement(mut query: Query<(&mut Transform, &PlayerLight)>, time: Re
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for (mut trans, light) in query.iter_mut() {
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for (mut trans, light) in query.iter_mut() {
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let i = light.i as f64;
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let i = light.i as f64;
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let i2 = i / 2.0;
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let i2 = i / 2.0;
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trans.translation.y = 6.0 * (t * 1.1 * i2 + i).sin() as f32 + 7.0;
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trans.translation.y = 3.0 * (t * 1.1 * i2 + i).sin() as f32 + 4.0;
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trans.translation.x = 5.0 * i2 as f32 * (t * 0.4 * i2 + i).cos() as f32;
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trans.translation.x = 5.0 * i2 as f32 * (t * 0.4 * i2 + i).cos() as f32;
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trans.translation.z = 5.0 * (t * 0.4 * i + i).sin() as f32;
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trans.translation.z = 5.0 * (t * 0.4 * i + i).sin() as f32;
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}
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}
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@ -90,32 +88,3 @@ pub fn move_player(
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}
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}
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}
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}
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}
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}
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pub fn camera_follow_player(
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player: Query<(&Transform, &Player), Without<Camera>>,
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mut camera: Query<(&mut Transform, &Camera), Without<Player>>,
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time: Res<Time>,
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) {
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let player_pos = if let Some(player) = player.iter().next() {
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player.0.translation
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} else {
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return;
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};
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let ds = time.delta_seconds() * 5.0;
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for (mut trans, _) in camera.iter_mut() {
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trans.look_at(player_pos, Vec3::Y);
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// keep a distance to the player
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if trans.translation.distance(player_pos) > 170.0 {
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let mut d = trans.rotation * Vec3::Z * ds;
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d.y = 0.0;
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trans.translation -= d;
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}
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if trans.translation.distance(player_pos) < 100.0 {
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let mut d = trans.rotation * Vec3::Z * ds;
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d.y = 0.0;
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trans.translation += d;
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}
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}
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}
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@ -34,7 +34,7 @@
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#version 450
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#version 450
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const int MAX_LIGHTS = 10;
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const int MAX_LIGHTS = 30;
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struct Light {
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struct Light {
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mat4 proj;
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mat4 proj;
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