Switched to a 3D view.
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@@ -1,34 +1,49 @@
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use bevy::color::palettes::basic::RED;
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use bevy::log;
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use bevy::prelude::*; // Core Bevy types
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const GRAVITY: f32 = -20.0;
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const CAMERA_SPEED: f32 = 5.0; // units per second
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (apply_gravity, velocity_timestep).chain())
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.add_systems(Update, move_camera)
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.run();
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}
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fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<ColorMaterial>>) {
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commands.spawn(Camera2d);
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let shape =meshes.add(Circle::new(50.0));
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commands.spawn((Mesh2d(shape.clone()), MeshMaterial2d(materials.add(Color::from(RED))), Transform::from_xyz(100.0, 0.0, 0.0), Velocity(vec3(
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0.0,
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100.0,
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0.0
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))));
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commands.spawn((Mesh2d(shape.clone()), MeshMaterial2d(materials.add(Color::from(RED))), Transform::from_xyz(300.0, 0.0, 0.0), Velocity(vec3(
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0.0,
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50.0,
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0.0
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))));}
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/// set up a simple 3D scene
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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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// circular base
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(4.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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));
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// cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// light
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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#[derive(Component)]
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struct Velocity(Vec3);
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@@ -44,3 +59,25 @@ fn apply_gravity(time: Res<Time>, mut query: Query<&mut Velocity>) {
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velocity.0.y += GRAVITY * time.delta_secs();
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}
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}
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fn move_camera(
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time: Res<Time>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut camera: Single<&mut Transform, With<Camera3d>>,
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) {
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let mut direction = Vec3::ZERO;
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if keyboard_input.pressed(KeyCode::KeyW) {
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direction.y += 1.0;
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}
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if keyboard_input.pressed(KeyCode::KeyS) {
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direction.y -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::KeyA) {
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direction.x -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::KeyD) {
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direction.x += 1.0;
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}
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camera.translation += direction * CAMERA_SPEED * time.delta_secs(); // or use time.delta_seconds()
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}
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