small changes
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58
src/main.rs
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58
src/main.rs
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//! A simple 3D scene with light shining over a cube sitting on a plane.
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use bevy::{
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core_pipeline::clear_color::ClearColorConfig, prelude::*, render::camera::RenderTarget,
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};
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use bevy_oxr::{DefaultXrPlugins, LEFT_XR_TEXTURE_HANDLE};
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fn main() {
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App::new()
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.add_plugins(DefaultXrPlugins)
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.add_systems(Startup, setup)
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.run();
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}
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/// set up a simple 3D scene
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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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) {
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// circular base
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Circle::new(4.0).into()),
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material: materials.add(Color::WHITE.into()),
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transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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..default()
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});
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// cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(Color::rgb_u8(124, 144, 255).into()),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 1500.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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camera: Camera {
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target: RenderTarget::TextureView(LEFT_XR_TEXTURE_HANDLE),
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..default()
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},
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camera_3d: Camera3d {
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clear_color: ClearColorConfig::Custom(Color::RED),
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..default()
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},
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..default()
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});
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}
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