Added holdable marker struct and moved things around
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@ -1,35 +0,0 @@
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use bevy::prelude::*;
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use bevy::gltf::Gltf;
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#[derive(Resource)]
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pub struct LoadedAsset(Handle<Gltf>);
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fn load_gltf(
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mut commands: Commands,
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ass: Res<AssetServer>,
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) {
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let gltf = ass.load("my_asset_pack.glb");
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commands.insert_resource(LoadedAsset(gltf));
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}
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/// Anything that can go in the player's hands.
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pub struct HoldableObject {
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pub transform: Transform,
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/// Initial Rotation in degrees
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pub y_rot: f32,
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pub asset_handle: Handle<Gltf>,
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}
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impl HoldableObject {
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pub fn spawn_in_world(&mut self, mut commands: Commands) -> Entity {
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commands.spawn(SceneBundle {
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scene: todo!(),
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transform: todo!(),
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global_transform: todo!(),
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visibility: todo!(),
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computed_visibility: todo!(),
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}).id()
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}
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}
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@ -1 +0,0 @@
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pub mod holdable;
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@ -0,0 +1,10 @@
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use bevy::prelude::*;
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/// Anything that can go in the player's hands.
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#[derive(Component, Default, Debug)]
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pub struct HoldableObject {
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/// Where this object should be placed relative to the hand.
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pub held_at: Vec3,
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/// Initial Rotation in degrees
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pub y_rot: f32,
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}
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@ -1 +1,3 @@
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pub mod player;
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pub mod player;
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pub mod holdable;
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pub mod camera;
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@ -1,4 +1,2 @@
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pub mod camera;
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pub mod controller;
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pub mod controller;
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pub mod markers;
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pub mod markers;
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pub mod holdable;
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@ -2,7 +2,7 @@ use bevy::{input::mouse::MouseMotion, prelude::*};
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//use bevy_rapier3d::prelude::*;
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//use bevy_rapier3d::prelude::*;
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use crate::{
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use crate::{
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comps::core::{camera::MainCamera, markers::player::Player},
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comps::core::markers::{player::Player, camera::MainCamera},
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constants::player_values::{PLAYER_CAMERA_HEIGHT, PLAYER_CROUCH_HEIGHT, PLAYER_CROUCH_TIME_MS},
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constants::player_values::{PLAYER_CAMERA_HEIGHT, PLAYER_CROUCH_HEIGHT, PLAYER_CROUCH_TIME_MS},
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};
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};
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@ -2,7 +2,7 @@ use bevy::{core_pipeline::Skybox, prelude::*};
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use bevy_rapier3d::prelude::*;
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use bevy_rapier3d::prelude::*;
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use crate::{
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use crate::{
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comps::core::{camera::MainCamera, markers::player::{Player, PlayerHand}},
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comps::core::markers::{player::{Player, PlayerHand}, camera::MainCamera},
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constants::player_values::{
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constants::player_values::{
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PLAYER_GRAVITY_SCALE, PLAYER_HEIGHT, PLAYER_INITIAL_WEIGHT, PLAYER_LINEAR_DAMPING,
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PLAYER_GRAVITY_SCALE, PLAYER_HEIGHT, PLAYER_INITIAL_WEIGHT, PLAYER_LINEAR_DAMPING,
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},
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},
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@ -17,7 +17,7 @@ pub fn spawn_player(mut commands: Commands, asset_server: Res<AssetServer>) {
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let mut ar_15_transform = Transform::from_xyz(0.0, 0.0, 0.0);
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let mut ar_15_transform = Transform::from_xyz(0.0, 0.0, 0.0);
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ar_15_transform.rotate_y(utils::rad_deg::radians_from_degrees(-90.0));
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ar_15_transform.rotate_y(utils::rad_deg::radians_from_degrees(-90.0));
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let ar_15 = commands.spawn(SceneBundle {
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let ar_15 = commands.spawn(SceneBundle {
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scene: asset_server.load("weapons/ar_15_rifle_base.glb#Scene0"),
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scene: asset_server.load("weapons/m4a1_rifle.glb#Scene0"),
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visibility: Visibility::Inherited,
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visibility: Visibility::Inherited,
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transform: ar_15_transform,
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transform: ar_15_transform,
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..default()
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..default()
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@ -0,0 +1,15 @@
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use bevy::prelude::*;
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use bevy::gltf::Gltf;
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#[derive(Resource)]
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pub struct LoadedAsset(Handle<Gltf>);
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/// Loads gltf asset into AssetServer. Inserts Resource as a LoadedAsset
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pub fn load_gltf(
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mut commands: Commands,
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ass: Res<AssetServer>,
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) {
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let gltf = ass.load("my_asset_pack.glb");
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commands.insert_resource(LoadedAsset(gltf));
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}
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@ -1 +1,2 @@
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pub mod gltf_assets;
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