mirror of
https://github.com/eliasstepanik/big_space_with_trim.git
synced 2026-01-10 23:58:28 +00:00
102 lines
2.9 KiB
Rust
102 lines
2.9 KiB
Rust
use bevy::{
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math::Vec3A,
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prelude::*,
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render::primitives::{Aabb, Sphere},
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};
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use big_space::{camera::CameraController, FloatingOrigin, GridCell};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.build().disable::<TransformPlugin>())
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.add_plugin(big_space::FloatingOriginPlugin::<i128>::default())
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.add_plugin(big_space::debug::FloatingOriginDebugPlugin::<i128>::default())
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.add_plugin(big_space::camera::CameraControllerPlugin)
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.insert_resource(ClearColor(Color::BLACK))
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.add_startup_system(setup)
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.add_system(cursor_grab_system)
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.run()
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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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// camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 8.0)
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.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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..default()
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},
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GridCell::<i128>::default(), // All spatial entities need this component
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FloatingOrigin, // Important: marks this as the entity to use as the floating origin
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CameraController {
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max_speed: 10e12,
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smoothness: 0.9,
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..default()
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}, // Built-in camera controller
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));
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let mesh_handle = meshes.add(
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shape::Icosphere {
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radius: 0.5,
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subdivisions: 16,
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}
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.try_into()
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.unwrap(),
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);
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let matl_handle = materials.add(StandardMaterial {
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base_color: Color::YELLOW,
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unlit: false,
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..default()
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});
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let mut translation = Vec3::ZERO;
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for i in 1..100i128 {
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let j = i.pow(10) as f32 + 1.0;
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translation.x += j;
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commands.spawn((
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PbrBundle {
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mesh: mesh_handle.clone(),
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material: matl_handle.clone(),
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transform: Transform::from_scale(Vec3::splat(j)).with_translation(translation),
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..default()
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},
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Aabb::from(Sphere {
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center: Vec3A::ZERO,
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radius: j / 2.0,
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}),
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GridCell::<i128>::default(),
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));
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}
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// light
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commands.spawn((DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: 100_000.0,
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..default()
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},
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..default()
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},));
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}
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fn cursor_grab_system(
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mut windows: ResMut<Windows>,
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btn: Res<Input<MouseButton>>,
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key: Res<Input<KeyCode>>,
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) {
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let window = windows.get_primary_mut().unwrap();
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use bevy::window::CursorGrabMode;
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if btn.just_pressed(MouseButton::Left) {
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window.set_cursor_grab_mode(CursorGrabMode::Locked);
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window.set_cursor_visibility(false);
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}
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if key.just_pressed(KeyCode::Escape) {
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window.set_cursor_grab_mode(CursorGrabMode::None);
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window.set_cursor_visibility(true);
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}
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}
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