mirror of
https://github.com/kristoferssolo/maze-ascension.git
synced 2025-10-21 19:20:34 +00:00
refactor(maze): reorganize maze module code
This commit is contained in:
parent
34f85be4ef
commit
0ca94082a9
3
Cargo.lock
generated
3
Cargo.lock
generated
@ -2673,10 +2673,11 @@ dependencies = [
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[[package]]
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name = "maze-ascension"
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version = "0.1.0"
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version = "0.0.6"
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dependencies = [
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"bevy",
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"bevy-inspector-egui",
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"bevy_egui",
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"hexlab",
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"hexx",
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"log",
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@ -1,7 +1,7 @@
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[package]
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name = "maze-ascension"
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authors = ["Kristofers Solo <dev@kristofers.xyz>"]
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version = "0.1.0"
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version = "0.0.6"
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edition = "2021"
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[dependencies]
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@ -20,6 +20,7 @@ tracing = { version = "0.1", features = [
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hexx = { version = "0.18", features = ["bevy_reflect", "grid"] }
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hexlab = { version = "0.1", features = ["bevy"] }
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bevy-inspector-egui = { version = "0.27", optional = true }
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bevy_egui = { version = "0.30", optional = true }
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[features]
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@ -32,6 +33,7 @@ dev = [
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"bevy/dynamic_linking",
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"bevy/bevy_dev_tools",
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"dep:bevy-inspector-egui",
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"dep:bevy_egui",
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]
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dev_native = [
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"dev",
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56
src/maze/assets.rs
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56
src/maze/assets.rs
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@ -0,0 +1,56 @@
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use std::f32::consts::FRAC_PI_2;
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use bevy::prelude::*;
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use super::{
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resources::{HEX_SIZE, WALL_SIZE},
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MazeConfig,
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};
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pub(crate) struct MazeAssets {
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pub(crate) hex_mesh: Handle<Mesh>,
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pub(crate) wall_mesh: Handle<Mesh>,
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pub(crate) hex_material: Handle<StandardMaterial>,
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pub(crate) wall_material: Handle<StandardMaterial>,
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}
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pub(crate) fn create_base_assets(
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meshes: &mut ResMut<Assets<Mesh>>,
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materials: &mut ResMut<Assets<StandardMaterial>>,
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config: &Res<MazeConfig>,
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) -> MazeAssets {
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MazeAssets {
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hex_mesh: meshes.add(generate_hex_mesh(HEX_SIZE, config.height)),
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wall_mesh: meshes.add(generate_square_mesh(HEX_SIZE)),
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hex_material: materials.add(white_material()),
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wall_material: materials.add(Color::BLACK),
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}
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}
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fn generate_hex_mesh(radius: f32, depth: f32) -> Mesh {
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let hexagon = RegularPolygon {
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sides: 6,
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circumcircle: Circle::new(radius),
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};
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let prism_shape = Extrusion::new(hexagon, depth);
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let rotation = Quat::from_rotation_x(FRAC_PI_2);
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Mesh::from(prism_shape).rotated_by(rotation)
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}
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fn generate_square_mesh(depth: f32) -> Mesh {
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let square = Rectangle::new(WALL_SIZE, WALL_SIZE);
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let rectangular_prism = Extrusion::new(square, depth);
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let rotation = Quat::from_rotation_x(FRAC_PI_2);
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Mesh::from(rectangular_prism).rotated_by(rotation)
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}
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fn white_material() -> StandardMaterial {
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let val = 10.;
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StandardMaterial {
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base_color: Color::WHITE,
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emissive: LinearRgba::new(val, val, val, val),
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..default()
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}
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}
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9
src/maze/components.rs
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9
src/maze/components.rs
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@ -0,0 +1,9 @@
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use bevy::prelude::*;
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#[derive(Debug, Reflect, Component)]
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#[reflect(Component)]
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pub(crate) struct MazeWall;
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#[derive(Debug, Reflect, Component)]
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#[reflect(Component)]
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pub(crate) struct MazeTile;
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@ -1,8 +1,12 @@
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use bevy::{ecs::world::Command, prelude::*};
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use plugin::MazePlugin;
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mod assets;
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mod components;
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pub mod plugin;
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pub mod prism;
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pub mod resource;
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mod resources;
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mod systems;
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pub use resources::MazeConfig;
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pub fn spawn_grid(world: &mut World) {
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MazePlugin.apply(world);
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@ -3,27 +3,19 @@ use bevy::{
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prelude::*,
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};
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use super::prism;
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use super::{resources::Layout, systems, MazeConfig};
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#[derive(Default)]
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pub(crate) struct MazePlugin;
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impl Plugin for MazePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(prism::plugin);
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// app.add_plugins(grid::plugin);
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// app.insert_resource(AmbientLight {
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// brightness: f32::MAX,
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// color: Color::WHITE,
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// });
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app.init_resource::<MazeConfig>().init_resource::<Layout>();
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}
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}
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impl Command for MazePlugin {
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fn apply(self, world: &mut World) {
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// world.run_system_once(spawn_hex_grid);
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// world.run_system_once(generate_maze);
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// world.run_system_once(render_maze);
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world.run_system_once(prism::setup);
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world.run_system_once(systems::setup::setup);
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}
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}
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@ -1,154 +0,0 @@
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use super::resource::{Layout, MazeConfig, HEX_SIZE};
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use bevy::prelude::*;
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use core::f32;
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use hexlab::prelude::*;
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use hexx::{HexLayout, HexOrientation};
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use std::f32::consts::{FRAC_PI_2, FRAC_PI_3, FRAC_PI_6};
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pub(super) fn plugin(app: &mut App) {
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app.init_resource::<MazeConfig>();
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app.init_resource::<Layout>();
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}
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const WALL_SIZE: f32 = 1.0;
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pub(super) 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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config: Res<MazeConfig>,
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layout: Res<Layout>,
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) {
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let maze = MazeBuilder::new()
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.with_radius(config.radius)
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// .with_seed(0)
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.with_generator(GeneratorType::RecursiveBacktracking)
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.build()
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.expect("Something went wrong while creating maze");
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let assets = create_base_assets(&mut meshes, &mut materials, &config);
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commands
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.spawn((
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Name::new("Floor"),
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SpatialBundle {
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transform: Transform::from_translation(Vec3::ZERO),
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..default()
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},
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))
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.with_children(|parent| {
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for tile in maze.values() {
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spawn_single_hex_tile(parent, &assets, tile, &layout.0, config.height)
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}
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});
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}
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fn spawn_single_hex_tile(
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parent: &mut ChildBuilder,
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assets: &MazeAssets,
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tile: &HexTile,
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layout: &HexLayout,
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hex_height: f32,
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) {
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let world_pos = tile.to_vec3(layout);
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let rotation = match layout.orientation {
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HexOrientation::Pointy => Quat::from_rotation_y(0.0),
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HexOrientation::Flat => Quat::from_rotation_y(FRAC_PI_6), // 30 degrees rotation
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};
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parent
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.spawn((
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Name::new(format!("Hex {}", tile.to_string())),
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PbrBundle {
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mesh: assets.hex_mesh.clone(),
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material: assets.hex_material.clone(),
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transform: Transform::from_translation(world_pos).with_rotation(rotation),
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..default()
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},
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))
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.with_children(|parent| spawn_walls(parent, assets, hex_height / 2., &tile.walls()));
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}
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fn spawn_walls(parent: &mut ChildBuilder, assets: &MazeAssets, y_offset: f32, walls: &Walls) {
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let z_rotation = Quat::from_rotation_z(-FRAC_PI_2);
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for i in 0..6 {
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if !walls.contains(i) {
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continue;
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}
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let wall_angle = -FRAC_PI_3 * i as f32;
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let x_offset = (HEX_SIZE - WALL_SIZE) * f32::cos(wall_angle);
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let z_offset = (HEX_SIZE - WALL_SIZE) * f32::sin(wall_angle);
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let pos = Vec3::new(x_offset, y_offset, z_offset);
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let x_rotation = Quat::from_rotation_x(wall_angle + FRAC_PI_2);
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let final_rotation = z_rotation * x_rotation;
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spawn_single_wall(parent, assets, final_rotation, pos);
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}
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}
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fn spawn_single_wall(
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parent: &mut ChildBuilder,
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asstets: &MazeAssets,
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rotation: Quat,
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offset: Vec3,
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) {
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parent.spawn((
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Name::new("Wall"),
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PbrBundle {
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mesh: asstets.wall_mesh.clone(),
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material: asstets.wall_material.clone(),
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transform: Transform::from_translation(offset).with_rotation(rotation),
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..default()
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},
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));
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}
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fn create_base_assets(
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meshes: &mut ResMut<Assets<Mesh>>,
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materials: &mut ResMut<Assets<StandardMaterial>>,
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config: &Res<MazeConfig>,
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) -> MazeAssets {
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MazeAssets {
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hex_mesh: meshes.add(generate_hex_mesh(HEX_SIZE, config.height)),
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wall_mesh: meshes.add(generate_square_mesh(HEX_SIZE)),
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hex_material: materials.add(white_material()),
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wall_material: materials.add(Color::BLACK),
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}
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}
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fn generate_hex_mesh(radius: f32, depth: f32) -> Mesh {
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let hexagon = RegularPolygon {
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sides: 6,
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circumcircle: Circle::new(radius),
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};
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let prism_shape = Extrusion::new(hexagon, depth);
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let rotation = Quat::from_rotation_x(FRAC_PI_2);
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Mesh::from(prism_shape).rotated_by(rotation)
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}
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fn generate_square_mesh(depth: f32) -> Mesh {
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let square = Rectangle::new(WALL_SIZE, WALL_SIZE);
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let rectangular_prism = Extrusion::new(square, depth);
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let rotation = Quat::from_rotation_x(FRAC_PI_2);
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Mesh::from(rectangular_prism).rotated_by(rotation)
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}
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fn white_material() -> StandardMaterial {
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let val = 10.;
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StandardMaterial {
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base_color: Color::WHITE,
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emissive: LinearRgba::new(val, val, val, val),
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..default()
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}
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}
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struct MazeAssets {
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hex_mesh: Handle<Mesh>,
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wall_mesh: Handle<Mesh>,
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hex_material: Handle<StandardMaterial>,
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wall_material: Handle<StandardMaterial>,
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}
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@ -3,6 +3,7 @@ use hexx::{Hex, HexLayout, HexOrientation};
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use rand::{thread_rng, Rng};
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pub(crate) const HEX_SIZE: f32 = 6.;
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pub(crate) const WALL_SIZE: f32 = 1.0;
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#[derive(Debug, Reflect, Resource)]
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#[reflect(Resource)]
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2
src/maze/systems/mod.rs
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2
src/maze/systems/mod.rs
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@ -0,0 +1,2 @@
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pub mod setup;
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mod spawn;
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36
src/maze/systems/setup.rs
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36
src/maze/systems/setup.rs
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@ -0,0 +1,36 @@
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use bevy::prelude::*;
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use hexlab::{GeneratorType, MazeBuilder};
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use crate::maze::{assets::create_base_assets, resources::Layout, MazeConfig};
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use super::spawn::spawn_single_hex_tile;
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pub(crate) 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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config: Res<MazeConfig>,
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layout: Res<Layout>,
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) {
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let maze = MazeBuilder::new()
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.with_radius(config.radius)
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// .with_seed(0)
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.with_generator(GeneratorType::RecursiveBacktracking)
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.build()
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.expect("Something went wrong while creating maze");
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let assets = create_base_assets(&mut meshes, &mut materials, &config);
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commands
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.spawn((
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Name::new("Floor"),
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SpatialBundle {
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transform: Transform::from_translation(Vec3::ZERO),
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..default()
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},
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))
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.with_children(|parent| {
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for tile in maze.values() {
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spawn_single_hex_tile(parent, &assets, tile, &layout.0, config.height)
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}
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});
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}
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74
src/maze/systems/spawn.rs
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74
src/maze/systems/spawn.rs
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use std::f32::consts::{FRAC_PI_2, FRAC_PI_3, FRAC_PI_6};
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use bevy::prelude::*;
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use hexlab::prelude::*;
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use hexx::HexOrientation;
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use crate::maze::{
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assets::MazeAssets,
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resources::{HEX_SIZE, WALL_SIZE},
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};
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pub(super) fn spawn_single_hex_tile(
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parent: &mut ChildBuilder,
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assets: &MazeAssets,
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tile: &HexTile,
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layout: &HexLayout,
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hex_height: f32,
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) {
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let world_pos = tile.to_vec3(layout);
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let rotation = match layout.orientation {
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HexOrientation::Pointy => Quat::from_rotation_y(0.0),
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HexOrientation::Flat => Quat::from_rotation_y(FRAC_PI_6), // 30 degrees rotation
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};
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parent
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.spawn((
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Name::new(format!("Hex {}", tile.to_string())),
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PbrBundle {
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mesh: assets.hex_mesh.clone(),
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material: assets.hex_material.clone(),
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transform: Transform::from_translation(world_pos).with_rotation(rotation),
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..default()
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},
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))
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.with_children(|parent| spawn_walls(parent, assets, hex_height / 2., &tile.walls()));
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}
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fn spawn_walls(parent: &mut ChildBuilder, assets: &MazeAssets, y_offset: f32, walls: &Walls) {
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let z_rotation = Quat::from_rotation_z(-FRAC_PI_2);
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for i in 0..6 {
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if !walls.contains(i) {
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continue;
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}
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let wall_angle = -FRAC_PI_3 * i as f32;
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let x_offset = (HEX_SIZE - WALL_SIZE) * f32::cos(wall_angle);
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let z_offset = (HEX_SIZE - WALL_SIZE) * f32::sin(wall_angle);
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let pos = Vec3::new(x_offset, y_offset, z_offset);
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let x_rotation = Quat::from_rotation_x(wall_angle + FRAC_PI_2);
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let final_rotation = z_rotation * x_rotation;
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spawn_single_wall(parent, assets, final_rotation, pos);
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}
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}
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fn spawn_single_wall(
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parent: &mut ChildBuilder,
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asstets: &MazeAssets,
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rotation: Quat,
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offset: Vec3,
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) {
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parent.spawn((
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Name::new("Wall"),
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PbrBundle {
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mesh: asstets.wall_mesh.clone(),
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material: asstets.wall_material.clone(),
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transform: Transform::from_translation(offset).with_rotation(rotation),
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..default()
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},
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));
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}
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