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src/main.rs
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mod bunny; mod dog; mod obstacles; use bevy::{ DefaultPlugins, app::{App, Startup}, asset::{AssetServer, Assets}, camera::{Camera3d, OrthographicProjection, Projection, ScalingMode}, ecs::system::{Commands, Res, ResMut}, gltf::GltfAssetLabel, light::{AmbientLight, DirectionalLight}, math::{Quat, Vec3, primitives::Cuboid}, mesh::{Mesh, Mesh3d, MeshBuilder, Meshable}, scene::SceneRoot, transform::components::Transform, }; use crate::bunny::BunnySystems; use crate::dog::DogSystems; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, (setup, setup_fences)) .add_dog_systems() .add_bunny_systems() .run(); } fn setup(mut commands: Commands) { commands.spawn(( Camera3d::default(), Projection::from(OrthographicProjection { scaling_mode: ScalingMode::FixedVertical { viewport_height: 20.0, }, ..OrthographicProjection::default_3d() }), AmbientLight { brightness: 1000.0, ..Default::default() }, Transform::from_xyz(0.0, 10.0, -5.0).looking_at(Vec3::ZERO, Vec3::Z), )); commands.spawn(( DirectionalLight { illuminance: 15000.0, ..Default::default() }, Transform::from_xyz(0.0, 0.0, 0.0).looking_to(Vec3::NEG_Y, Vec3::Z), )); } fn setup_fences( mut commands: Commands, asset_server: Res<AssetServer>, mut meshes: ResMut<Assets<Mesh>>, ) { let model = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/fence.glb")); let mesh = meshes.add( Cuboid::from_length(1.0) .mesh() .build() .translated_by(Vec3::new(0.5, 0.0, 0.0)), ); const SIDE: usize = 20; for offset in 0..SIDE { commands.spawn(( SceneRoot(model.clone()), Transform::from_xyz( offset as f32 - (SIDE as f32 / 2.0 - 0.5), 0.0, SIDE as f32 / 2.0 + 0.5, ) .with_rotation(Quat::from_rotation_y(std::f32::consts::FRAC_PI_2)), Mesh3d(mesh.clone()), )); commands.spawn(( SceneRoot(model.clone()), Transform::from_xyz( offset as f32 - (SIDE as f32 / 2.0 - 0.5), 0.0, -(SIDE as f32 / 2.0 - 0.5), ) .with_rotation(Quat::from_rotation_y(std::f32::consts::FRAC_PI_2)), Mesh3d(mesh.clone()), )); commands.spawn(( SceneRoot(model.clone()), Transform::from_xyz( SIDE as f32 / 2.0 - 0.5, 0.0, offset as f32 - (SIDE as f32 / 2.0 - 0.5), ), Mesh3d(mesh.clone()), )); commands.spawn(( SceneRoot(model.clone()), Transform::from_xyz( -(SIDE as f32 / 2.0 + 0.5), 0.0, offset as f32 - (SIDE as f32 / 2.0 - 0.5), ), Mesh3d(mesh.clone()), )); } }