boid mesh setup
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1 changed files with 20 additions and 8 deletions
28
src/main.rs
28
src/main.rs
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@ -11,33 +11,45 @@ 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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.init_resource::<BoidMesh>()
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.add_plugins(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Startup, (build_boid_mesh, setup).chain())
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.run();
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.run();
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}
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}
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#[derive(Resource, Default)]
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struct BoidMesh(Mesh2dHandle);
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#[derive(Component)]
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#[derive(Component)]
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struct Boid;
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struct Boid;
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#[derive(Component)]
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struct Velocity(Vec2);
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#[derive(Bundle)]
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struct BoidBundle {
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struct BoidBundle {
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mesh: MaterialMesh2dBundle<ColorMaterial>,
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mesh: MaterialMesh2dBundle<ColorMaterial>,
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position: TransformBundle,
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velocity: Velocity,
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velocity: Vec2,
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boid: Boid,
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}
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fn build_boid_mesh(mut meshes: ResMut<Assets<Mesh>>, mut boid_mesh: ResMut<BoidMesh>) {
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let mesh = Mesh2dHandle(meshes.add(make_boid_mesh()));
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boid_mesh.0 = mesh;
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}
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}
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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 materials: ResMut<Assets<ColorMaterial>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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boid_mesh: Res<BoidMesh>,
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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 = materials.add(Color::from(tailwind::NEUTRAL_50));
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let boid_color = Color::from(tailwind::NEUTRAL_50);
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commands.spawn(MaterialMesh2dBundle {
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commands.spawn(MaterialMesh2dBundle {
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mesh: Mesh2dHandle(meshes.add(boid_mesh)),
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mesh: boid_mesh.0.clone(),
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material: materials.add(boid_color),
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material: boid_color,
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transform: Transform::from_scale(Vec3::splat(2.5)),
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transform: Transform::from_scale(Vec3::splat(2.5)),
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..default()
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..default()
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});
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});
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