reduce build errors before bumping bevy again
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@ -13,7 +13,7 @@ block-mesh = "0.2.0"
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bevy_egui = "0.15.1"
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egui = "0.18"
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egui_extras = "0.18"
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smooth-bevy-cameras = "0.6.0"
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smooth-bevy-cameras = "0.5.0"
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itertools = "0.10"
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rfd = "0.8"
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async-channel = "1.6.1"
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@ -68,8 +68,8 @@ fn main() {
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.add_system(
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systems::mutable_mesh_refresher::mutable_mesh_refresher::<VoxelCursorLayer, BoolVoxel>,
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)
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.add_system(move_camera_system)
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.add_system(look_at_cursor_system)
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// .add_system(move_camera_system)
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// .add_system(look_at_cursor_system)
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.add_system(systems::layer_spawner::layer_spawner)
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.add_system(systems::ui::ui_spawner::ui_spawner)
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.add_startup_system(setup)
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@ -132,35 +132,35 @@ fn setup(
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// &mut materials);
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}
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fn move_camera_system(mut cameras: Query<&mut LookTransform>) {
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for mut c in cameras.iter_mut() {
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c.target += Vec3::new(1.0, 1.0, 1.0);
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}
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}
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// fn move_camera_system(mut cameras: Query<&mut LookTransform>) {
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// for mut c in cameras.iter_mut() {
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// c.target += Vec3::new(1.0, 1.0, 1.0);
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// }
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// }
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fn look_at_cursor_system(
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mut cameras: Query<&mut LookTransform>,
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cursor_mesh: Query<(&VoxelCursorLayer, &Handle<Mesh>)>,
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) {
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match cursor_mesh.get_single() {
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Ok((cursor, _cursor_mesh)) => {
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let cursor_pos = into_domain(/*unused?*/ 0, cursor.position.into());
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// assume cursor is a single voxel size
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let cursor_size = into_domain(/*unused?*/ 0, [1, 1, 1]);
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// fn look_at_cursor_system(
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// mut cameras: Query<&mut LookTransform>,
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// cursor_mesh: Query<(&VoxelCursorLayer, &Handle<Mesh>)>,
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// ) {
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// match cursor_mesh.get_single() {
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// Ok((cursor, _cursor_mesh)) => {
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// let cursor_pos = into_domain(/*unused?*/ 0, cursor.position.into());
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// // assume cursor is a single voxel size
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// let cursor_size = into_domain(/*unused?*/ 0, [1, 1, 1]);
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// add half the cursor size so that the look target is in the middle of the cursor
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let look_target = cursor_pos + (cursor_size); //((cursor_pos * 2.0) + 1.0) / 2.0;
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// // add half the cursor size so that the look target is in the middle of the cursor
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// let look_target = cursor_pos + (cursor_size); //((cursor_pos * 2.0) + 1.0) / 2.0;
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let mut camera = cameras.single_mut();
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camera.target = Vec3 {
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x: look_target.x,
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y: look_target.y,
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z: look_target.z,
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};
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}
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Err(_) => (), // maybe cursor mesh was hidden?
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}
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}
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// let mut camera = cameras.single_mut();
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// camera.target = Vec3 {
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// x: look_target.x,
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// y: look_target.y,
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// z: look_target.z,
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// };
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// }
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// Err(_) => (), // maybe cursor mesh was hidden?
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// }
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// }
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const SAMPLE_WORLD: &[u8] = include_bytes!("../res/sample_level_2.vox");
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const SAMPLE_WORLD_OLD: &[u8] = include_bytes!("../res/sample_level_1.vox");
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@ -1,6 +1,7 @@
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use std::collections::VecDeque;
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use bevy::prelude::Resource;
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use bevy::ecs::system::Resource;
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/// Command queue which allows both synchronous and asynchronous queuing.
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#[derive(Resource)]
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@ -1,4 +1,4 @@
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use bevy::prelude::{Commands, Component, Entity, Mesh, Query, ResMut};
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use bevy::prelude::{Commands, Component, Entity, Mesh, Query, ResMut, Assets, Handle};
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use block_mesh::Voxel;
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use common::space::three_dimensional::traits::DefaultVoxel;
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