Boids?
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2 changed files with 75 additions and 5 deletions
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80
src/main.rs
80
src/main.rs
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@ -1,6 +1,13 @@
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#![allow(unused)]
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use bevy::{
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color::palettes::tailwind,
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use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
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prelude::*,
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render::{
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mesh::{Indices, PrimitiveTopology},
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render_asset::RenderAssetUsages,
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},
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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};
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use std::f32::consts::FRAC_PI_2;
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fn main() {
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fn main() {
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App::new()
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App::new()
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@ -13,8 +20,7 @@ fn main() {
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struct Boid;
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struct Boid;
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struct BoidBundle {
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struct BoidBundle {
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outer_mesh: MaterialMesh2dBundle<ColorMaterial>,
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mesh: MaterialMesh2dBundle<ColorMaterial>,
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inner_mesh: MaterialMesh2dBundle<ColorMaterial>,
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position: TransformBundle,
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position: TransformBundle,
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velocity: Vec2,
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velocity: Vec2,
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}
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}
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@ -25,4 +31,68 @@ fn setup(
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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) {
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commands.spawn(Camera2dBundle::default());
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commands.spawn(Camera2dBundle::default());
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let boid_mesh = make_boid_mesh();
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let boid_color = Color::from(tailwind::NEUTRAL_50);
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commands.spawn(MaterialMesh2dBundle {
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mesh: Mesh2dHandle(meshes.add(boid_mesh)),
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material: materials.add(boid_color),
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transform: Transform::from_scale(Vec3::splat(2.5)),
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..default()
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});
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}
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fn make_boid_mesh() -> Mesh {
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const TRIANGLE_HEIGHT: f32 = 10.;
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const TRIANGLE_WIDTH: f32 = 5.;
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const STROKE_WIDTH: f32 = 0.25;
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const HALF_HEIGHT: f32 = TRIANGLE_HEIGHT / 2.0;
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const HALF_WIDTH: f32 = TRIANGLE_WIDTH / 2.0;
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let w2 = (HALF_WIDTH * HALF_WIDTH + TRIANGLE_HEIGHT * TRIANGLE_HEIGHT).sqrt();
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let c = STROKE_WIDTH / (HALF_WIDTH / w2);
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let alpha: f32 = (TRIANGLE_HEIGHT / HALF_WIDTH).atan();
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let b: f32 = STROKE_WIDTH * (FRAC_PI_2 - (alpha / 2.)).tan();
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let mut boid_mesh = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::RENDER_WORLD,
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);
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#[rustfmt::skip]
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let verts = vec![
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[0.0, HALF_HEIGHT - c, 0.0],
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[0.0, HALF_HEIGHT, 0.0],
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[
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HALF_WIDTH - b,
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-HALF_HEIGHT + STROKE_WIDTH,
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0.0,
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],
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[HALF_WIDTH, -HALF_HEIGHT, 0.0],
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[
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-HALF_WIDTH + b,
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-HALF_HEIGHT + STROKE_WIDTH,
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0.0,
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],
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[-HALF_WIDTH, -HALF_HEIGHT, 0.0],
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];
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boid_mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, verts);
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#[rustfmt::skip]
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let indices = vec![
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0, 1, 5,
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0, 2, 1,
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1, 2, 3,
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0, 5, 4,
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3, 4, 5,
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2, 4, 3
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];
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boid_mesh.insert_indices(Indices::U32(indices));
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boid_mesh
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}
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}
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