Rename & restructure birdoids module
The module isn't the plugin, so it's going to be called simply "birdoids" going forward. I've turned it into a folder and a `mod.rs` so I can slap down a small, custom physics system.
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@@ -322,7 +322,7 @@ fn separation_force(boid: Vec2, target: Vec2) -> Option<Force> {
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mod tests {
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mod tests {
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use bevy::prelude::*;
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use bevy::prelude::*;
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use crate::birdoids_plugin::{cohesive_force, separation_force};
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use crate::birdoids::{cohesive_force, separation_force};
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use super::{Force, BOID_VIEW_RANGE};
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use super::{Force, BOID_VIEW_RANGE};
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@@ -1,7 +1,7 @@
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use bevy::{prelude::*, window::PrimaryWindow};
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use bevy::{prelude::*, window::PrimaryWindow};
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use bevy_spatial::{kdtree::KDTree2, SpatialAccess};
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use bevy_spatial::{kdtree::KDTree2, SpatialAccess};
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use crate::birdoids_plugin::{
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use crate::birdoids::{
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center_of_boids, velocity_of_boids, Boid, Force, TrackedByKdTree, Velocity,
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center_of_boids, velocity_of_boids, Boid, Force, TrackedByKdTree, Velocity,
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};
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};
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@@ -1,9 +1,9 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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mod birdoids_plugin;
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mod birdoids;
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mod debug_plugin;
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mod debug_plugin;
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use birdoids_plugin::BoidsPlugin;
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use birdoids::BoidsPlugin;
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use debug_plugin::BoidsDebugPlugin;
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use debug_plugin::BoidsDebugPlugin;
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fn main() {
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fn main() {
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