Generate random points
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ff438eae2c
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3 changed files with 117 additions and 33 deletions
58
src/main.rs
58
src/main.rs
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@ -1,7 +1,15 @@
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use bevy::prelude::*;
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use bevy_vello::{VelloPlugin, prelude::*};
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use bevy_vello::{VelloPlugin, prelude::*, vello::kurbo::Point};
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use rand::Rng;
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use std::ops::DerefMut;
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const JITTER: f64 = 0.5;
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#[derive(Component)]
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struct Grid {
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points: Vec<Point>,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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@ -14,31 +22,39 @@ fn main() {
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fn setup_vector_graphics(mut commands: Commands) {
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commands.spawn((Camera2d, VelloView));
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commands.spawn(VelloScene::new());
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let mut rng = rand::rng();
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let mut points = Vec::new();
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for x in -20..=20 {
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for y in -10..=10 {
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points.push(Point::new(
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(x as f64) + rng.random_range(-JITTER..=JITTER),
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(y as f64) + rng.random_range(-JITTER..=JITTER),
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));
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}
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}
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commands.spawn(Grid { points });
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}
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fn simple_animation(mut query_scene: Single<(&mut Transform, &mut VelloScene)>, time: Res<Time>) {
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let sin_time = time.elapsed_secs().sin().mul_add(0.5, 0.5);
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fn simple_animation(
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mut query_scene: Single<(&mut Transform, &mut VelloScene)>,
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query_grid: Query<&Grid>,
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) {
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let (transform, scene) = query_scene.deref_mut();
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// Reset scene every frame
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scene.reset();
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// Animate color green to blue
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let c = Vec3::lerp(
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Vec3::new(-1.0, 1.0, -1.0),
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Vec3::new(-1.0, 1.0, 1.0),
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sin_time + 0.5,
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);
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for point in &query_grid.single().points {
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scene.fill(
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peniko::Fill::NonZero,
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kurbo::Affine::default(),
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peniko::Color::WHITE,
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None,
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&kurbo::Circle::new(*point, 0.1),
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);
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}
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// Animate the corner radius
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scene.fill(
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peniko::Fill::NonZero,
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kurbo::Affine::default(),
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peniko::Color::new([c.x, c.y, c.z, 1.]),
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None,
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&kurbo::RoundedRect::new(-50.0, -50.0, 50.0, 50.0, (sin_time as f64) * 50.0),
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);
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transform.scale = Vec3::lerp(Vec3::ONE * 0.5, Vec3::ONE * 1.0, sin_time);
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transform.translation = Vec3::lerp(Vec3::X * -100.0, Vec3::X * 100.0, sin_time);
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transform.rotation = Quat::from_rotation_z(-std::f32::consts::TAU * sin_time);
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transform.scale = Vec3::ONE * 25.0;
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//transform.translation = Vec3::lerp(Vec3::X * -100.0, Vec3::X * 100.0, sin_time);
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//transform.rotation = Quat::from_rotation_z(-std::f32::consts::TAU * sin_time);
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}
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