reduce build errors before bumping bevy again

This commit is contained in:
Viv Lim 2023-09-23 20:40:13 -07:00
parent ebec2b8711
commit 7a06eb9221
5 changed files with 254 additions and 940 deletions

1131
Cargo.lock generated

File diff suppressed because it is too large Load Diff

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@ -13,7 +13,7 @@ block-mesh = "0.2.0"
bevy_egui = "0.15.1"
egui = "0.18"
egui_extras = "0.18"
smooth-bevy-cameras = "0.6.0"
smooth-bevy-cameras = "0.5.0"
itertools = "0.10"
rfd = "0.8"
async-channel = "1.6.1"

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@ -68,8 +68,8 @@ fn main() {
.add_system(
systems::mutable_mesh_refresher::mutable_mesh_refresher::<VoxelCursorLayer, BoolVoxel>,
)
.add_system(move_camera_system)
.add_system(look_at_cursor_system)
// .add_system(move_camera_system)
// .add_system(look_at_cursor_system)
.add_system(systems::layer_spawner::layer_spawner)
.add_system(systems::ui::ui_spawner::ui_spawner)
.add_startup_system(setup)
@ -132,35 +132,35 @@ fn setup(
// &mut materials);
}
fn move_camera_system(mut cameras: Query<&mut LookTransform>) {
for mut c in cameras.iter_mut() {
c.target += Vec3::new(1.0, 1.0, 1.0);
}
}
// fn move_camera_system(mut cameras: Query<&mut LookTransform>) {
// for mut c in cameras.iter_mut() {
// c.target += Vec3::new(1.0, 1.0, 1.0);
// }
// }
fn look_at_cursor_system(
mut cameras: Query<&mut LookTransform>,
cursor_mesh: Query<(&VoxelCursorLayer, &Handle<Mesh>)>,
) {
match cursor_mesh.get_single() {
Ok((cursor, _cursor_mesh)) => {
let cursor_pos = into_domain(/*unused?*/ 0, cursor.position.into());
// assume cursor is a single voxel size
let cursor_size = into_domain(/*unused?*/ 0, [1, 1, 1]);
// fn look_at_cursor_system(
// mut cameras: Query<&mut LookTransform>,
// cursor_mesh: Query<(&VoxelCursorLayer, &Handle<Mesh>)>,
// ) {
// match cursor_mesh.get_single() {
// Ok((cursor, _cursor_mesh)) => {
// let cursor_pos = into_domain(/*unused?*/ 0, cursor.position.into());
// // assume cursor is a single voxel size
// let cursor_size = into_domain(/*unused?*/ 0, [1, 1, 1]);
// add half the cursor size so that the look target is in the middle of the cursor
let look_target = cursor_pos + (cursor_size); //((cursor_pos * 2.0) + 1.0) / 2.0;
// // add half the cursor size so that the look target is in the middle of the cursor
// let look_target = cursor_pos + (cursor_size); //((cursor_pos * 2.0) + 1.0) / 2.0;
let mut camera = cameras.single_mut();
camera.target = Vec3 {
x: look_target.x,
y: look_target.y,
z: look_target.z,
};
}
Err(_) => (), // maybe cursor mesh was hidden?
}
}
// let mut camera = cameras.single_mut();
// camera.target = Vec3 {
// x: look_target.x,
// y: look_target.y,
// z: look_target.z,
// };
// }
// Err(_) => (), // maybe cursor mesh was hidden?
// }
// }
const SAMPLE_WORLD: &[u8] = include_bytes!("../res/sample_level_2.vox");
const SAMPLE_WORLD_OLD: &[u8] = include_bytes!("../res/sample_level_1.vox");

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@ -1,6 +1,7 @@
use std::collections::VecDeque;
use bevy::prelude::Resource;
use bevy::ecs::system::Resource;
/// Command queue which allows both synchronous and asynchronous queuing.
#[derive(Resource)]

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@ -1,4 +1,4 @@
use bevy::prelude::{Commands, Component, Entity, Mesh, Query, ResMut};
use bevy::prelude::{Commands, Component, Entity, Mesh, Query, ResMut, Assets, Handle};
use block_mesh::Voxel;
use common::space::three_dimensional::traits::DefaultVoxel;