Allow toggling rainfall
c8bbdf19d9964eb8190daa8a19b3298dd90a60b5
This commit is contained in:
parent
f4cf1b4463
commit
2c85d95b7a
6 changed files with 194 additions and 49 deletions
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@ -6,7 +6,7 @@ edition = "2021"
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[features]
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debug = ["save/debug"]
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render = ["bevy/bevy_asset", "bevy/bevy_winit", "bevy/render", "save/render"]
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default = ["render"]
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default = ["render", "debug"]
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[dependencies.save]
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path = "save"
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BIN
assets/JuliaMono.ttf
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BIN
assets/JuliaMono.ttf
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Binary file not shown.
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@ -71,6 +71,13 @@ impl Debug for World {
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}
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}
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#[derive(Debug, Copy, Clone, Default)]
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pub struct Biome {
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pub altitude: f32,
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pub rainfall: f32,
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pub temperature: f32,
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}
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#[derive(Debug, Copy, Clone, Default)]
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pub struct TerrainCell {
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pub altitude: f32,
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@ -120,7 +127,7 @@ impl World {
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if let Err(err) = self.generate_altitude() {
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return Err(WorldGenError::CartesianError(err));
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}
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if let Err(err) = self.generate_rainfall_alt() {
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if let Err(err) = self.generate_rainfall() {
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return Err(WorldGenError::CartesianError(err));
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}
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@ -280,6 +287,7 @@ impl World {
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Self::MIN_ALTITUDE + (raw_altitude * Self::ALTITUDE_SPAN)
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}
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/*
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fn generate_rainfall_alt(&mut self) -> Result<(), CartesianError> {
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let max_cycles = self.width / 5;
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@ -289,13 +297,12 @@ impl World {
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for _ in 0..max_cycles {
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for x in 0..self.width {
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let mut prev_x = (x - 1 + self.width) % self.width;
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for y in 0..self.height {
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let mut prev_x = (x - 1 + self.width) % self.width;
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let prev_y = if y < self.height / 4 {
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prev_x = (x + 1) % self.width;
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y + 1
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} else if y < self.height / 2 {
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prev_x = (x + 1) % self.width;
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y - 1
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} else if y < (self.height * 3) / 4 {
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prev_x = (x + 1) % self.width;
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@ -304,15 +311,12 @@ impl World {
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y - 1
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};
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let width_factor = f32::sin(PI * y as f32 / self.height as f32);
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let mut cell = self.terrain[y as usize][x as usize];
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cell.previous_rain_accumulated = cell.rain_accumulated;
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cell.rain_accumulated = 0.0;
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if cell.altitude <= 0.0 {
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cell.rain_accumulated +=
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width_factor * ACCUMULATED_RAIN_FACTOR * Self::MAX_RAINFALL;
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cell.rain_accumulated += ACCUMULATED_RAIN_FACTOR * Self::MAX_RAINFALL;
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}
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let prev_cell = self.terrain[prev_y as usize][prev_x as usize];
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@ -342,8 +346,8 @@ impl World {
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Ok(())
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}
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*/
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/*
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fn generate_rainfall(&mut self) -> Result<(), CartesianError> {
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let offset = Self::random_offset_vector();
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const RADIUS: f32 = 2.0;
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@ -351,14 +355,16 @@ impl World {
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for y in 0..self.terrain.len() {
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let alpha = (y as f32 / self.height as f32) * PI;
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for x in 0..self.terrain[y].len() {
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let mut cell = self.terrain[y][x];
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let beta = (x as f32 / self.width as f32) * TAU;
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let base_rainfall = Self::calculate_rainfall(
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS, offset)?,
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);
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let value =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS, offset)?;
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let mut cell = &mut self.terrain[y][x];
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let base_rainfall = Self::calculate_rainfall(value);
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let altitude_factor = f32::clamp(
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cell.altitude / Self::MAX_ALTITUDE * Self::RAINFALL_ALTITUDE_FACTOR,
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(cell.altitude / Self::MAX_ALTITUDE) * Self::RAINFALL_ALTITUDE_FACTOR,
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0.0,
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1.0,
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);
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@ -371,8 +377,10 @@ impl World {
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}
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fn calculate_rainfall(raw_rainfall: f32) -> f32 {
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((raw_rainfall * Self::RAINFALL_ALTITUDE_FACTOR) + Self::MIN_RAINFALL)
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.clamp(0.0, Self::MAX_RAINFALL)
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f32::clamp(
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(raw_rainfall * Self::RAINFALL_SPAN) + Self::MIN_RAINFALL,
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0.0,
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Self::MAX_RAINFALL,
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)
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}
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*/
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}
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@ -1,17 +1,42 @@
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#[cfg(feature = "render")]
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use crate::TerrainCell;
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use crate::{World, WorldGenError};
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use bevy::log::debug;
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#[cfg(feature = "render")]
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use bevy::render::color::Color;
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use bevy::{
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asset::HandleId,
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render::{color::Color, texture::Image},
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};
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use rand::random;
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#[derive(Debug)]
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pub struct WorldManager {
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#[cfg(feature = "render")]
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pub image_handle_id: HandleId,
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world: Option<World>,
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#[cfg(feature = "render")]
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rainfall_visible: bool,
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}
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impl WorldManager {
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pub fn new() -> WorldManager {
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WorldManager { world: None }
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Self {
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#[cfg(feature = "render")]
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image_handle_id: HandleId::default::<Image>(),
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world: None,
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rainfall_visible: false,
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}
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}
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#[cfg(feature = "render")]
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pub fn toggle_rainfall(&mut self) {
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if self.rainfall_visible {
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debug!("Turning rainfall off");
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} else {
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debug!("Turning rainfall on");
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debug!("World: {:#?}", self.world);
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}
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self.rainfall_visible = !self.rainfall_visible;
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}
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pub fn get_world(&self) -> Option<&World> {
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@ -27,9 +52,13 @@ impl WorldManager {
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}
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#[cfg(feature = "render")]
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fn generate_color(cell: &TerrainCell) -> Color {
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fn generate_color(cell: &TerrainCell, show_rainfall: bool) -> Color {
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let altitude_color = Self::altitude_contour_color(cell.altitude);
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let rainfall_color = Self::rainfall_color(cell.rainfall);
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let rainfall_color = if show_rainfall {
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Self::rainfall_color(cell.rainfall)
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} else {
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Color::BLACK
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};
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let normalized_rainfall = Self::normalize_rainfall(cell.rainfall);
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@ -73,20 +102,15 @@ impl WorldManager {
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#[cfg(feature = "render")]
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fn rainfall_color(rainfall: f32) -> Color {
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if rainfall <= 0.0 {
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Color::BLACK
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} else {
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let mult = rainfall / World::MAX_RAINFALL;
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Color::rgb(0.0, mult, 0.0)
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}
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Color::rgb(0.0, Self::normalize_rainfall(rainfall), 0.0)
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}
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#[cfg(feature = "render")]
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fn normalize_rainfall(rainfall: f32) -> f32 {
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if rainfall <= 0.0 {
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rainfall
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0.0
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} else {
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rainfall / World::MAX_ALTITUDE
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rainfall / World::MAX_RAINFALL
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}
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}
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@ -99,7 +123,7 @@ impl WorldManager {
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terrain_cells
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.iter()
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.map(|cell| Self::generate_color(cell))
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.map(|cell| Self::generate_color(cell, self.rainfall_visible))
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.collect()
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}
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}
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143
src/main.rs
143
src/main.rs
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@ -34,34 +34,93 @@
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mod plugins;
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use bevy::app::App;
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use bevy::{
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app::App,
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log::{debug, LogSettings},
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utils::tracing::Level,
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};
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#[cfg(feature = "render")]
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use bevy::{
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asset::Assets,
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asset::{AssetServer, Assets},
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core_pipeline::core_2d::Camera2dBundle,
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ecs::{
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change_detection::ResMut,
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system::{Commands, Res},
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query::{Changed, With},
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system::{Commands, Query, Res},
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},
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hierarchy::BuildChildren,
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render::{
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color::Color,
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render_resource::{
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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},
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texture::{Image, ImageSettings},
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view::Visibility,
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},
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ui::{
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entity::{ButtonBundle, ImageBundle, TextBundle},
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widget::Button,
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AlignItems, Interaction, JustifyContent, Size, Style, UiColor, UiImage, UiRect, Val,
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},
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ui::{entity::ImageBundle, Size, Style, UiImage, Val},
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utils::default,
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window::WindowDescriptor,
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window::{CursorIcon, WindowDescriptor, Windows},
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winit::WinitSettings,
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};
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use plugins::WorldPlugins;
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use save::*;
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#[cfg(feature = "render")]
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fn generate_texture(
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fn refresh_world_texture(images: &mut Assets<Image>, world_manager: &WorldManager) {
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debug!("refreshing world texture");
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let image_handle = images.get_handle(world_manager.image_handle_id);
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images.get_mut(&image_handle).unwrap().data = world_manager.world_color_bytes();
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}
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const NORMAL_BUTTON: Color = Color::rgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25);
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const PRESSED_BUTTON: Color = Color::rgb(0.35, 0.60, 0.35);
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#[cfg(feature = "render")]
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fn handle_button_interaction(
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mut interaction_query: Query<
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'_,
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'_,
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(&Interaction, &mut UiColor /*, &Children*/),
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(Changed<Interaction>, With<Button>),
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>,
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// mut text_query: Query<'_, '_, &mut Text>,
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mut windows: ResMut<'_, Windows>,
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mut images: ResMut<'_, Assets<Image>>,
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mut world_manager: ResMut<'_, WorldManager>,
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) {
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for (interaction, mut color /*, children*/) in &mut interaction_query {
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// let mut text = text_query.get_mut(children[0]).unwrap();
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match *interaction {
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Interaction::Clicked => {
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windows.primary_mut().set_cursor_icon(CursorIcon::Default);
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*color = PRESSED_BUTTON.into();
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debug!("Toggling rainfall");
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world_manager.toggle_rainfall();
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refresh_world_texture(&mut images, &world_manager)
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}
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Interaction::Hovered => {
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windows.primary_mut().set_cursor_icon(CursorIcon::Hand);
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*color = HOVERED_BUTTON.into();
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}
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Interaction::None => {
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windows.primary_mut().set_cursor_icon(CursorIcon::Default);
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*color = NORMAL_BUTTON.into();
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}
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}
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}
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}
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#[cfg(feature = "render")]
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fn generate_graphics(
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mut commands: Commands<'_, '_>,
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mut images: ResMut<'_, Assets<Image>>,
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world_manager: Res<'_, WorldManager>,
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mut world_manager: ResMut<'_, WorldManager>,
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asset_server: Res<'_, AssetServer>,
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) {
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let world = world_manager.get_world().unwrap();
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@ -82,16 +141,53 @@ fn generate_texture(
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},
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..default()
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});
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world_manager.image_handle_id = image_handle.id;
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_ = commands.spawn_bundle(Camera2dBundle::default());
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_ = commands.spawn_bundle(ImageBundle {
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style: Style {
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size: Size::new(Val::Auto, Val::Auto),
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_ = commands
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.spawn_bundle(ImageBundle {
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style: Style {
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size: Size::new(Val::Percent(100.0), Val::Auto),
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..default()
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},
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image: UiImage(image_handle),
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..default()
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},
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image: UiImage(image_handle),
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..default()
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});
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})
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.with_children(|world_map| {
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_ = world_map
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.spawn_bundle(ButtonBundle {
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button: Button,
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style: Style {
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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margin: UiRect {
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left: Val::Auto,
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right: Val::Px(20.0),
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top: Val::Auto,
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bottom: Val::Px(20.0),
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..default()
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},
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padding: UiRect::all(Val::Px(2.0)),
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..default()
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},
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color: NORMAL_BUTTON.into(),
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visibility: Visibility::visible(),
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..default()
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})
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.with_children(|button| {
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_ = button.spawn_bundle(TextBundle {
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text: bevy::text::Text::from_section(
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"Toggle rainfall",
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bevy::text::TextStyle {
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font: asset_server.load("JuliaMono.ttf"),
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font_size: 20.0,
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color: Color::WHITE,
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},
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),
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..default()
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});
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});
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});
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}
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fn main() -> Result<(), Box<dyn std::error::Error>> {
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@ -112,12 +208,29 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
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resizable: true,
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..default()
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})
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.add_startup_system(generate_texture);
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.add_startup_system(generate_graphics)
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.add_system(handle_button_interaction);
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}
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#[cfg(not(feature = "render"))]
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{
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_ = manager.new_world()?
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}
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#[cfg(feature = "debug")]
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{
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_ = app.insert_resource(LogSettings {
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level: Level::DEBUG,
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..default()
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});
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}
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#[cfg(not(feature = "debug"))]
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{
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_ = app.insert_resource(LogSettings {
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level: Level::WARN,
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..default()
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});
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}
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app.insert_resource(manager).add_plugins(WorldPlugins).run();
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Ok(())
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@ -18,8 +18,8 @@ impl PluginGroup for WorldPlugins {
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#[cfg(feature = "render")]
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{
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use bevy::{
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asset::AssetPlugin, core_pipeline::CorePipelinePlugin, input::InputPlugin,
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render::RenderPlugin, sprite::SpritePlugin, text::TextPlugin,
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asset::AssetPlugin, core_pipeline::CorePipelinePlugin, hierarchy::HierarchyPlugin,
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input::InputPlugin, render::RenderPlugin, sprite::SpritePlugin, text::TextPlugin,
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transform::TransformPlugin, ui::UiPlugin, window::WindowPlugin, winit::WinitPlugin,
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};
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_ = group
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@ -28,7 +28,7 @@ impl PluginGroup for WorldPlugins {
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.add(InputPlugin::default())
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.add(WindowPlugin::default())
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.add(AssetPlugin::default())
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// scene
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.add(HierarchyPlugin::default())
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.add(WinitPlugin::default())
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.add(RenderPlugin::default())
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.add(CorePipelinePlugin::default())
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