it spin
commit
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/target
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[package]
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name = "spinner"
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version = "0.1.0"
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edition = "2021"
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[profile.dev]
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opt-level = 1
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[profile.dev.package."*"]
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opt-level = 3
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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 = "0.12.1"
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# bevy-inspector-egui = "0.21.0"
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tracing = "0.1.40"
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#!/usr/bin/env bash
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cargo run --features bevy/dynamic_linking
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use bevy::ecs::system::Command;
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use bevy::prelude::*;
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pub struct SpawnCamera {
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pub position: Vec3,
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pub target: Vec3,
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}
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impl Command for SpawnCamera {
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fn apply(self, world: &mut World) {
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info!(
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"Spawning camera at {pos} looking at {target}",
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pos = self.position,
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target = self.target
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);
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let bundle = Camera3dBundle {
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transform: Transform::from_translation(self.position).looking_at(self.target, Vec3::Y),
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..default()
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};
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world.spawn(bundle);
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}
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}
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mod commands;
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mod spinner;
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use bevy::prelude::*;
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use spinner::Spinner;
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fn main() {
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App::new().add_plugins((DefaultPlugins, Spinner {})).run();
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}
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use bevy::prelude::*;
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use tracing::info;
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use crate::commands::SpawnCamera;
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pub struct Spinner {}
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impl Plugin for Spinner {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, setup);
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app.add_systems(Update, spin);
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}
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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info!("Running setup");
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commands.add(SpawnCamera {
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position: Vec3::new(-5.0, 5.0, 5.0),
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target: Vec3::new(0.0, 0.0, 0.0),
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});
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let cube = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let material = materials.add(Color::rgb_u8(124, 144, 255).into());
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commands.spawn((
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Spin {
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by: Quat::from_euler(EulerRot::XYZ, 0.0, 0.01, 0.005),
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},
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PbrBundle {
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mesh: cube,
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material,
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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..default()
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},
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));
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 1500.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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}
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#[derive(Component)]
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struct Spin {
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by: Quat,
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}
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fn spin(mut objects: Query<(&mut Transform, &Spin)>, _time: Res<Time>) {
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for (mut pos, spin) in &mut objects {
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pos.rotate(spin.by);
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}
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}
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