created player model, added rotation with movement, better lighting and camera positioning
This commit is contained in:
43
src/main.rs
43
src/main.rs
@@ -23,36 +23,58 @@ 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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asset_server: Res<AssetServer>,
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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(10.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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Transform::from_xyz(0.0, 25.0, -25.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// Cube
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// Player
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(2.0, 2.0, 2.0))),
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MeshMaterial3d(materials.add(Color::srgb(1.0, 0.0, 0.0))),
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Transform::from_xyz(0.0, 1.0, 0.0),
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SceneRoot(asset_server.load("models/employee.glb#Scene0")),
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//MeshMaterial3d(materials.add(Color::srgb(0.9, 0.83, 0.6))),
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Transform::from_xyz(0.0, 1.5, 0.0).with_scale(Vec3::splat(0.5)),
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Player {
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move_speed: 10.0,
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height_offset: 1.0,
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height_offset: 1.5,
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},
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MoveTarget {
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position: Vec3::new(0.0, 0.0, 0.0),
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},
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));
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// Light (DOESN'T WORK)
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// Light
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commands.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 200.0, // Subtle fill light so shadows aren't pitch black
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..default()
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});
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commands.spawn((
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DirectionalLight {
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illuminance: 1000.0,
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shadows_enabled: true,
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..default()
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},
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Transform::from_rotation(Quat::from_euler(
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EulerRot::XYZ,
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-0.8, // Pitch down (looking down at scene)
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0.5, // Yaw (angle from side)
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0.0, // Roll (no rotation)
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)),
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));
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/*commands.spawn((
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PointLight {
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intensity: 1000000.0,
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(0.0, 10.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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Transform::from_xyz(0.0, 10.0, 0.0),
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));*/
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// Plane
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commands.spawn((
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@@ -122,6 +144,9 @@ fn move_to_target(mut query: Query<(&mut Transform, &MoveTarget, &Player)>, time
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transform.translation = adjusted_target;
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} else {
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transform.translation += direction.normalize() * move_amount;
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let target_look = target.position + Vec3::Y * player.height_offset;
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transform.look_at(target_look, Vec3::Y);
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}
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}
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}
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