main
Zynh Ludwig 2024-09-01 01:35:01 -07:00
parent 190ac3b9d5
commit 5f9998b98d
2 changed files with 75 additions and 5 deletions

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@ -1,6 +1,13 @@
#![allow(unused)]
use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
use bevy::{
color::palettes::tailwind,
prelude::*,
render::{
mesh::{Indices, PrimitiveTopology},
render_asset::RenderAssetUsages,
},
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
};
use std::f32::consts::FRAC_PI_2;
fn main() {
App::new()
@ -13,8 +20,7 @@ fn main() {
struct Boid;
struct BoidBundle {
outer_mesh: MaterialMesh2dBundle<ColorMaterial>,
inner_mesh: MaterialMesh2dBundle<ColorMaterial>,
mesh: MaterialMesh2dBundle<ColorMaterial>,
position: TransformBundle,
velocity: Vec2,
}
@ -25,4 +31,68 @@ fn setup(
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn(Camera2dBundle::default());
let boid_mesh = make_boid_mesh();
let boid_color = Color::from(tailwind::NEUTRAL_50);
commands.spawn(MaterialMesh2dBundle {
mesh: Mesh2dHandle(meshes.add(boid_mesh)),
material: materials.add(boid_color),
transform: Transform::from_scale(Vec3::splat(2.5)),
..default()
});
}
fn make_boid_mesh() -> Mesh {
const TRIANGLE_HEIGHT: f32 = 10.;
const TRIANGLE_WIDTH: f32 = 5.;
const STROKE_WIDTH: f32 = 0.25;
const HALF_HEIGHT: f32 = TRIANGLE_HEIGHT / 2.0;
const HALF_WIDTH: f32 = TRIANGLE_WIDTH / 2.0;
let w2 = (HALF_WIDTH * HALF_WIDTH + TRIANGLE_HEIGHT * TRIANGLE_HEIGHT).sqrt();
let c = STROKE_WIDTH / (HALF_WIDTH / w2);
let alpha: f32 = (TRIANGLE_HEIGHT / HALF_WIDTH).atan();
let b: f32 = STROKE_WIDTH * (FRAC_PI_2 - (alpha / 2.)).tan();
let mut boid_mesh = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::RENDER_WORLD,
);
#[rustfmt::skip]
let verts = vec![
[0.0, HALF_HEIGHT - c, 0.0],
[0.0, HALF_HEIGHT, 0.0],
[
HALF_WIDTH - b,
-HALF_HEIGHT + STROKE_WIDTH,
0.0,
],
[HALF_WIDTH, -HALF_HEIGHT, 0.0],
[
-HALF_WIDTH + b,
-HALF_HEIGHT + STROKE_WIDTH,
0.0,
],
[-HALF_WIDTH, -HALF_HEIGHT, 0.0],
];
boid_mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, verts);
#[rustfmt::skip]
let indices = vec![
0, 1, 5,
0, 2, 1,
1, 2, 3,
0, 5, 4,
3, 4, 5,
2, 4, 3
];
boid_mesh.insert_indices(Indices::U32(indices));
boid_mesh
}