overhaul dioxus fullstack using a new implementation of server_fn This PR is a complete rewrite of dioxus fullstack designed to improve compatibility with axum and to fix a number of compilation errors based on feature flag unification plumbing through macros.
78 lines
2.3 KiB
Rust
78 lines
2.3 KiB
Rust
use crate::bevy_renderer::UIData;
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use bevy::prelude::*;
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#[derive(Component)]
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pub struct DynamicColoredCube;
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pub struct BevyScenePlugin {}
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impl Plugin for BevyScenePlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(ClearColor(bevy::color::Color::srgba(0.0, 0.0, 0.0, 0.0)));
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app.add_systems(Startup, setup);
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app.add_systems(Update, (animate, update_cube_color));
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}
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}
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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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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: bevy::color::Color::srgb(1.0, 0.0, 0.0),
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metallic: 0.0,
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perceptual_roughness: 0.5,
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..default()
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})),
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Transform::from_xyz(0.0, 0.0, 0.0),
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DynamicColoredCube,
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));
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commands.spawn((
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DirectionalLight {
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color: bevy::color::Color::WHITE,
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illuminance: 10000.0,
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shadows_enabled: false,
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..default()
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},
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Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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commands.insert_resource(AmbientLight {
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color: bevy::color::Color::WHITE,
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brightness: 100.0,
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affects_lightmapped_meshes: true,
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});
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 0.0, 3.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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Name::new("MainCamera"),
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));
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}
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fn animate(time: Res<Time>, mut cube_query: Query<&mut Transform, With<DynamicColoredCube>>) {
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for mut transform in cube_query.iter_mut() {
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transform.rotation = Quat::from_rotation_y(time.elapsed_secs());
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transform.translation.x = (time.elapsed_secs() * 2.0).sin() * 0.5;
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}
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}
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fn update_cube_color(
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ui: Res<UIData>,
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cube_query: Query<&MeshMaterial3d<StandardMaterial>, With<DynamicColoredCube>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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if ui.is_changed() {
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for mesh_material in cube_query.iter() {
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if let Some(material) = materials.get_mut(&mesh_material.0) {
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let [r, g, b] = ui.color;
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material.base_color = bevy::color::Color::srgb(r, g, b);
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}
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}
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}
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}
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