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https://github.com/eliasstepanik/big_space_with_trim.git
synced 2026-01-10 23:58:28 +00:00
Fix example bugs
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parent
0471222105
commit
b37132671a
@ -31,8 +31,6 @@ fn main() {
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rotate,
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rotate,
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lighting
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lighting
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.in_set(TransformSystem::TransformPropagate)
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.in_set(TransformSystem::TransformPropagate)
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.after(bevy::transform::systems::sync_simple_transforms)
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.after(bevy::transform::systems::propagate_transforms)
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.after(FloatingOriginSystem::PropagateLowPrecision),
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.after(FloatingOriginSystem::PropagateLowPrecision),
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cursor_grab_system,
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cursor_grab_system,
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springy_ship
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springy_ship
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@ -147,7 +145,7 @@ fn spawn_solar_system(
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Mesh3d(sun_mesh_handle),
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Mesh3d(sun_mesh_handle),
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MeshMaterial3d(materials.add(StandardMaterial {
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::WHITE,
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base_color: Color::WHITE,
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emissive: LinearRgba::rgb(100000., 100000., 100000.),
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emissive: LinearRgba::rgb(1000., 1000., 1000.),
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..default()
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..default()
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})),
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})),
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NotShadowCaster,
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NotShadowCaster,
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@ -218,6 +216,7 @@ fn spawn_solar_system(
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let (cam_cell, cam_pos) = earth.grid().translation_to_grid(cam_pos);
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let (cam_cell, cam_pos) = earth.grid().translation_to_grid(cam_pos);
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earth.with_grid_default(|camera| {
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earth.with_grid_default(|camera| {
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camera.insert((
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camera.insert((
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FloatingOrigin,
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Transform::from_translation(cam_pos).looking_to(Vec3::NEG_Z, Vec3::X),
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Transform::from_translation(cam_pos).looking_to(Vec3::NEG_Z, Vec3::X),
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big_space::camera::CameraController::default() // Built-in camera controller
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big_space::camera::CameraController::default() // Built-in camera controller
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.with_speed_bounds([0.1, 10e35])
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.with_speed_bounds([0.1, 10e35])
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@ -227,7 +226,6 @@ fn spawn_solar_system(
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));
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));
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camera.spawn_spatial((
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camera.spawn_spatial((
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FloatingOrigin,
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Camera3d::default(),
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Camera3d::default(),
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Transform::from_xyz(0.0, 4.0, 22.0),
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Transform::from_xyz(0.0, 4.0, 22.0),
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Camera {
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Camera {
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@ -235,7 +233,12 @@ fn spawn_solar_system(
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..default()
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..default()
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},
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},
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Exposure::SUNLIGHT,
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Exposure::SUNLIGHT,
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Bloom::default(),
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Bloom::NATURAL,
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bevy::core_pipeline::post_process::ChromaticAberration {
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intensity: 0.01,
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..Default::default()
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},
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bevy::core_pipeline::motion_blur::MotionBlur::default(),
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));
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));
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camera.with_child((
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camera.with_child((
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