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" Requires the fzf-vim plugin to work. Performs cscope queries against | |
" cscope.out, uses fzf-vim to display results and previews. | |
" specify multiple cscope databases to search. | |
" " short form, list of directories containing cscope.out | |
" let g:fzf_cscope_databases = [".", "~/kernels/2.6.12"] | |
" | |
" " long form database in separate directory from sources | |
" let g:fzf_cscope_databases = [ | |
" [".", "build/cscope.out"], |
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// This is a rough & dirty fork of `bevy_picking_raycast` that supports multiple raycast sets. | |
// This is needed when you have multiple cameras you want to raycast from at the same time. | |
// The key change is making the `Backend` generic for raycast sets. It's harder to work | |
// with as it requires an understanding of `bevy_mod_raycast`. | |
// | |
// Other changes: removed `Picking` component management; added enable/disable via config | |
//! A raycasting backend for `bevy_mod_picking` that uses `bevy_mod_raycast` for raycasting. | |
use bevy::{prelude::*, utils::HashMap, window::PrimaryWindow}; |
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//! Load a GLB Scene, and draw an Axis-Aligned Bounding-Box around the entire | |
//! scene | |
//! | |
//! Works in Bevy v0.10 | |
#![allow(clippy::type_complexity)] | |
use bevy::{ | |
core_pipeline::tonemapping::Tonemapping, prelude::*, render::primitives::Aabb, | |
scene::SceneInstance, transform::TransformSystem::TransformPropagate, | |
}; |
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#![allow(clippy::type_complexity)] | |
#![allow(clippy::too_many_arguments)] | |
use bevy::{ | |
core_pipeline::tonemapping::Tonemapping, prelude::*, render::view::RenderLayers, | |
scene::SceneInstance, | |
}; | |
use bevy_dolly::prelude::*; | |
use bevy_egui::{egui, EguiContexts, EguiPlugin, EguiUserTextures}; | |
use bevy_inspector_egui::quick::WorldInspectorPlugin; |
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--[[ | |
Navigate cscope in neovim using telescope with multiple databases | |
Setup: | |
local cscope = require('cscope') | |
-- look for cscope.out in the current working directory | |
cscope.add_database { path = "." } | |
-- add a second database and set the top-level path for files in that db | |
cscope.add_database { | |
path = "/project/altitude/src", |
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//! Example workaround for ecs-based race-conditions when used in muds. | |
//! The key problem is two characters stunning each other in the same | |
//! frame, only one of them should end up stunned. | |
//! | |
//! This solution in bevy uses an exclusive system that runs without | |
//! world deferment. | |
#[allow(unused)] | |
use anyhow::{bail, Result}; | |
use bevy::{log::LogPlugin, prelude::*}; |
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/// minimal example of adding a custom render pipeline in bevy 0.11. | |
/// | |
/// When this example runs, you should only see a blue screen. There are no | |
/// vertex buffers, or anything else in this example. Effectively it is | |
/// shader-toy written in bevy. | |
/// | |
/// This revision adds a post-processing node to the RenderGraph to | |
/// execute the shader. Thanks to @Jasmine on the bevy discord for | |
/// suggesting I take a second look at the bevy post-processing example | |
/// |
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/// implemention of SystemParam-based egui Widgets for bevy 0.10 | |
/// adapted from: https://github.com/bevyengine/bevy/discussions/5522 | |
/// | |
/// Effectively widgets can access world components/resources similar | |
/// to systems. | |
#![allow(clippy::type_complexity)] | |
use bevy::ecs::system::{SystemParam, SystemState}; | |
use bevy::prelude::*; | |
use bevy_egui::egui; |
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/// bevy v0.12 demo of rendering a single entity at multiple locations | |
/// | |
/// Motivation: | |
/// I have a use-case in my game where I have a single entity (with various | |
/// components) that must be visible at two places on the screen at the same | |
/// time (non-euclidean grid shenanigans). I didn't want to duplicate a | |
/// subset of the entity's components then manage the duplicate's lifetime. | |
/// Through conversations in the bevy discord, the idea came up of making | |
/// modifications to the render pipeline to achive this. | |
/// |
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fn gltf_node_spawner( | |
mut commands: Commands, | |
node_handles: Query<(Entity, &Handle<GltfNode>), Added<Handle<GltfNode>>>, | |
assets_gltf_nodes: Res<Assets<GltfNode>>, | |
assets_gltf_mesh: Res<Assets<GltfMesh>>, | |
) { | |
for (parent, handle) in &node_handles { | |
let Some(node) = assets_gltf_nodes.get(handle) else { | |
warn!("GltfNode not found: entity {:?}, {:?}", parent, handle); | |
continue; |
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