tinkering around with bevy
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5 changed files with 450 additions and 492 deletions
910
Cargo.lock
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Cargo.lock
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@ -6,5 +6,5 @@ edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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bevy = "0.7" # make sure this is the latest version
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bevy = "0.8" # make sure this is the latest version
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# vrpn = "0.1.0" # not compatible with 2021
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@ -15,6 +15,7 @@ fn main() {
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.add_plugins(DefaultPlugins)
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.add_plugin(scene::BuildScenePlugin)
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.add_startup_system(offaxis::camera_setup)
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.add_system(bevy::window::close_on_esc)
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// .add_system_to_stage(
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// CoreStage::PostUpdate,
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// camera_system::<offaxis::OffAxisProjection>,
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@ -1,8 +1,8 @@
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use bevy::prelude::*;
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use bevy::render::primitives::Frustum;
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use bevy::render::camera::{Camera, Camera2d, CameraProjection, DepthCalculation};
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use bevy::render::view::VisibleEntities;
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// use bevy::render::primitives::Frustum;
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use bevy::render::camera::{Camera, CameraProjection, DepthCalculation};
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// use bevy::render::view::VisibleEntities;
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#[derive(Component)]
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pub struct OffAxisProjection {
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@ -13,6 +13,7 @@ pub struct OffAxisProjection {
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impl CameraProjection for OffAxisProjection {
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fn get_projection_matrix(&self) -> Mat4 {
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println!("Here we go!");
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Mat4::orthographic_rh(
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-self.aspect, self.aspect, -1.0, 1.0, self.near, self.far
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)
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@ -47,10 +48,11 @@ pub fn camera_setup(mut commands: Commands) {
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let projection = OffAxisProjection::default();
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let camera = Camera {
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near: projection.near,
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far: projection.far,
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// near: projection.near,
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// far: projection.far,
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..default()
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};
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/*
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// position the camera like bevy would do by default for 2D:
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let transform = Transform::from_xyz(0.0, 0.0, projection.far - 0.1);
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// frustum construction code copied from Bevy
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@ -71,7 +73,10 @@ pub fn camera_setup(mut commands: Commands) {
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transform,
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GlobalTransform::default(),
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Camera2d,
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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 main() {
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12
src/scene.rs
12
src/scene.rs
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@ -21,11 +21,19 @@ struct Position { x: f32, y: f32 }
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fn build_scene(mut commands: Commands) {
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commands.spawn()
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.insert(Person)
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.insert(Position{ x: 10.0, y: 10.0 });
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.insert(Position { x: 10.0, y: 10.0 } );
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// camera
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// commands.spawn_bundle(OffAxisProjection {
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// transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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// ..default()
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// });
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}
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fn print_positions(query : Query<&Position>) {
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for position in query.iter() {
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println!("position {:?} {:?}", position.x, position.y)
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// println!("position {:?} {:?}", position.x, position.y)
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}
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}
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