better distribution of asteroids
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parent
1e003adeeb
commit
5d4ec3c77c
20
src/world.rs
20
src/world.rs
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@ -105,25 +105,29 @@ pub fn setup(
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});
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});
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// Add a bunch of asteriods
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// Add a bunch of asteriods
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let sphere_radius = 10.0;
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let sphere_radius = 100.0;
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let sphere_handle = meshes.add(Sphere::new(sphere_radius));
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let sphere_handle = meshes.add(Sphere::new(sphere_radius));
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let asteroid_color_handle = materials.add(StandardMaterial {
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let asteroid_color_handle = materials.add(StandardMaterial {
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base_color: Color::rgb(0.4, 0.3, 0.1),
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base_color: Color::rgb(0.25, 0.2, 0.2),
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perceptual_roughness: 1.0,
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perceptual_roughness: 1.0,
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..default()
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..default()
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});
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});
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for i in -20..20 {
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for i in -12..12 {
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for j in -20..20 {
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for j in -13..13 {
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for k in -20..20 {
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for k in -14..14 {
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let offset = 500.0;
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let dist = 9000.0;
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let wobble = 3000.0;
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let (i, j, k) = (i as f32, j as f32, k as f32);
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commands.spawn((
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commands.spawn((
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actor::Actor::default(),
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actor::Actor::default(),
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PbrBundle {
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PbrBundle {
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mesh: sphere_handle.clone(),
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mesh: sphere_handle.clone(),
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material: asteroid_color_handle.clone(),
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material: asteroid_color_handle.clone(),
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transform: Transform::from_xyz(
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transform: Transform::from_xyz(
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200.0 * i as f32,
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offset + dist * i + wobble * (j+k/PI).sin() * (k+j/PI).cos(),
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400.0 * j as f32,
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offset + dist * j + wobble * (k+i/PI).sin() * (i+k/PI).cos(),
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250.0 * k as f32,
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offset + dist * k + wobble * (i+j/PI).sin() * (j+i/PI).cos(),
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),
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),
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..default()
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..default()
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}
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}
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