Port to Bevy 0.9.
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@ -11,7 +11,7 @@ keywords = ["gamedev", "bevy", "outline"]
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categories = ["game-engines", "rendering"]
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[dependencies]
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bevy = { version = "0.8", default-features = false, features = [
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bevy = { version = "0.9", default-features = false, features = [
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"bevy_asset",
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"bevy_render",
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"bevy_pbr",
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@ -21,7 +21,7 @@ bitfield = "0.14"
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thiserror = "1.0"
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[dev-dependencies]
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bevy = { version = "0.8", default-features = false, features = [
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bevy = { version = "0.9", default-features = false, features = [
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"bevy_winit",
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"x11",
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] }
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@ -1,9 +1,10 @@
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use std::f32::consts::PI;
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use bevy::{prelude::*, window::close_on_esc};
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use bevy_mod_outline::{
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AutoGenerateOutlineNormalsPlugin, Outline, OutlineBundle, OutlinePlugin, OutlineStencil,
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};
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use bevy_mod_outline::{AutoGenerateOutlineNormalsPlugin, Outline, OutlineBundle, OutlinePlugin};
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#[derive(Resource)]
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struct Fox(Handle<AnimationClip>);
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fn main() {
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App::new()
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@ -27,24 +28,24 @@ fn setup(
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Insert a resource with the current animation
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commands.insert_resource::<Handle<AnimationClip>>(asset_server.load("Fox.glb#Animation0"));
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commands.insert_resource(Fox(asset_server.load("Fox.glb#Animation0")));
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// Camera
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commands.spawn_bundle(Camera3dBundle {
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(100.0, 100.0, 150.0)
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.looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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..default()
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});
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// Plane
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commands.spawn_bundle(PbrBundle {
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 500000.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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// Light
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commands.spawn_bundle(DirectionalLightBundle {
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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@ -54,7 +55,7 @@ fn setup(
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});
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// Fox
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commands.spawn_bundle(SceneBundle {
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commands.spawn(SceneBundle {
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scene: asset_server.load("Fox.glb#Scene0"),
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..default()
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});
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@ -63,22 +64,21 @@ fn setup(
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// Once the scene is loaded, start the animation and add an outline
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fn setup_scene_once_loaded(
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mut commands: Commands,
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animation: Res<Handle<AnimationClip>>,
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animation: Res<Fox>,
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mut player: Query<&mut AnimationPlayer>,
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entities: Query<Entity, With<Handle<Mesh>>>,
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mut done: Local<bool>,
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) {
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if !*done {
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if let Ok(mut player) = player.get_single_mut() {
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player.play(animation.clone_weak()).repeat();
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player.play(animation.0.clone_weak()).repeat();
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for entity in entities.iter() {
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commands.entity(entity).insert_bundle(OutlineBundle {
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commands.entity(entity).insert(OutlineBundle {
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outline: Outline {
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visible: true,
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width: 3.0,
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colour: Color::RED,
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},
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stencil: OutlineStencil,
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..default()
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});
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}
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@ -33,7 +33,7 @@ fn setup(
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) {
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// Add sphere with child meshes sticking out of it
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commands
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.spawn_bundle(PbrBundle {
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.spawn(PbrBundle {
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mesh: meshes.add(
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UVSphere {
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radius: 0.75,
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@ -47,7 +47,7 @@ fn setup(
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..default()
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})
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.insert_bundle(OutlineBundle {
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.insert(OutlineBundle {
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outline: Outline {
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visible: true,
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colour: Color::WHITE,
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@ -59,7 +59,7 @@ fn setup(
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.insert(Rotates)
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.with_children(|parent| {
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parent
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.spawn_bundle(PbrBundle {
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.spawn(PbrBundle {
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mesh: meshes.add(
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Capsule {
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radius: 0.2,
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@ -76,7 +76,7 @@ fn setup(
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.with_translation(Vec3::new(0.0, 0.0, 0.75)),
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..default()
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})
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.insert_bundle(OutlineBundle {
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.insert(OutlineBundle {
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outline: Outline {
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visible: true,
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colour: Color::WHITE,
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@ -87,7 +87,7 @@ fn setup(
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})
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.insert(InheritOutlineDepth);
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parent
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.spawn_bundle(PbrBundle {
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.spawn(PbrBundle {
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mesh: meshes.add(
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Torus {
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radius: 0.5,
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@ -102,7 +102,7 @@ fn setup(
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.with_translation(Vec3::new(0.0, 0.0, -0.75)),
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..default()
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})
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.insert_bundle(OutlineBundle {
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.insert(OutlineBundle {
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outline: Outline {
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visible: true,
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colour: Color::WHITE,
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@ -115,12 +115,12 @@ fn setup(
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});
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// Add plane, light source, and camera
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commands.spawn_bundle(PbrBundle {
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(bevy::prelude::shape::Plane { size: 5.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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commands.spawn_bundle(PointLightBundle {
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 1500.0,
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shadows_enabled: true,
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@ -129,7 +129,7 @@ fn setup(
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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commands.spawn_bundle(Camera3dBundle {
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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@ -39,13 +39,13 @@ fn setup(
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let mut cube_mesh = Mesh::from(Cube { size: 1.0 });
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cube_mesh.generate_outline_normals().unwrap();
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commands
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.spawn_bundle(PbrBundle {
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.spawn(PbrBundle {
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mesh: meshes.add(cube_mesh),
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material: materials.add(Color::rgb(0.1, 0.1, 0.9).into()),
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transform: Transform::from_xyz(0.0, 1.0, 0.0),
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..default()
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})
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.insert_bundle(OutlineBundle {
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.insert(OutlineBundle {
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outline: Outline {
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visible: true,
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colour: Color::rgba(0.0, 1.0, 0.0, 1.0),
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@ -57,7 +57,7 @@ fn setup(
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// Add torus using the regular surface normals for outlining
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commands
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.spawn_bundle(PbrBundle {
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.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(Torus {
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radius: 0.3,
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ring_radius: 0.1,
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@ -69,7 +69,7 @@ fn setup(
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.with_rotation(Quat::from_rotation_x(0.5 * PI)),
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..default()
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})
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.insert_bundle(OutlineBundle {
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.insert(OutlineBundle {
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outline: Outline {
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visible: true,
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colour: Color::rgba(1.0, 0.0, 1.0, 0.3),
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@ -80,12 +80,12 @@ fn setup(
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.insert(Orbits);
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// Add plane, light source, and camera
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commands.spawn_bundle(PbrBundle {
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(bevy::prelude::shape::Plane { size: 5.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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commands.spawn_bundle(PointLightBundle {
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 1500.0,
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shadows_enabled: true,
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@ -94,7 +94,7 @@ fn setup(
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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commands.spawn_bundle(Camera3dBundle {
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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@ -101,6 +101,7 @@ impl PipelineKey {
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}
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}
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#[derive(Resource)]
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pub struct OutlinePipeline {
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mesh_pipeline: MeshPipeline,
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pub outline_view_bind_group_layout: BindGroupLayout,
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@ -35,10 +35,12 @@ pub struct OutlineFragmentUniform {
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pub colour: Vec4,
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}
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#[derive(Resource)]
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pub struct OutlineStencilBindGroup {
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pub bind_group: BindGroup,
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}
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#[derive(Resource)]
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pub struct OutlineVolumeBindGroup {
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pub bind_group: BindGroup,
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}
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@ -19,6 +19,7 @@ pub struct OutlineViewUniform {
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scale: Vec2,
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}
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#[derive(Resource)]
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pub struct OutlineViewBindGroup {
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bind_group: BindGroup,
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}
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