98 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::{
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    input::keyboard::{KeyboardInput, VirtualKeyCode},
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    prelude::*,
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};
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fn main() {
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    App::build()
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        .add_default_plugins()
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        .init_resource::<State>()
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        .add_startup_system(setup.system())
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        .add_system(collect_input.system())
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        .add_system(move_on_input.system())
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        .run();
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}
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#[derive(Default)]
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struct State {
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    event_reader: EventReader<KeyboardInput>,
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    moving_right: bool,
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    moving_left: bool,
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}
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/// adjusts move state based on keyboard input
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fn collect_input(mut state: ResMut<State>, keyboard_input_events: Res<Events<KeyboardInput>>) {
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    for event in state.event_reader.iter(&keyboard_input_events) {
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        match event {
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            KeyboardInput {
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                virtual_key_code: Some(VirtualKeyCode::Left),
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                state: element_state,
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                ..
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            } => {
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                state.moving_left = element_state.is_pressed();
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            }
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            KeyboardInput {
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                virtual_key_code: Some(VirtualKeyCode::Right),
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                state: element_state,
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                ..
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            } => {
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                state.moving_right = element_state.is_pressed();
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            }
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            _ => {}
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        }
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    }
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}
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/// moves our cube left when the "left" key is pressed. moves it right when the "right" key is pressed
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fn move_on_input(
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    state: Res<State>,
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    time: Res<Time>,
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    mut translation: ComMut<Translation>,
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    _: Com<Handle<Mesh>>,
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) {
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    if state.moving_left {
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        translation.0 += math::vec3(1.0, 0.0, 0.0) * time.delta_seconds;
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    }
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    if state.moving_right {
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        translation.0 += math::vec3(-1.0, 0.0, 0.0) * time.delta_seconds;
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    }
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}
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/// creates a simple scene
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fn setup(
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    command_buffer: &mut CommandBuffer,
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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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    let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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    let cube_material_handle = materials.add(StandardMaterial {
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        albedo: Color::rgb(0.5, 0.4, 0.3),
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        ..Default::default()
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    });
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    command_buffer
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        .build()
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        // cube
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        .add_entity(MeshEntity {
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            mesh: cube_handle,
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            material: cube_material_handle,
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            translation: Translation::new(0.0, 0.0, 1.0),
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            ..Default::default()
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        })
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        // light
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        .add_entity(LightEntity {
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            translation: Translation::new(4.0, -4.0, 5.0),
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            ..Default::default()
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        })
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        // camera
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        .add_entity(PerspectiveCameraEntity {
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            local_to_world: LocalToWorld::new_sync_disabled(Mat4::look_at_rh(
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                Vec3::new(3.0, 8.0, 5.0),
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                Vec3::new(0.0, 0.0, 0.0),
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                Vec3::new(0.0, 0.0, 1.0),
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            )),
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            ..Default::default()
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        });
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}
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