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https://github.com/bevyengine/bevy
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015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
417 lines
14 KiB
Rust
417 lines
14 KiB
Rust
//! Demonstrates screen space reflections in deferred rendering.
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use std::ops::Range;
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use bevy::{
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color::palettes::css::{BLACK, WHITE},
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core_pipeline::{fxaa::Fxaa, Skybox},
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input::mouse::MouseWheel,
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math::{vec3, vec4},
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pbr::{
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DefaultOpaqueRendererMethod, ExtendedMaterial, MaterialExtension, ScreenSpaceReflections,
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},
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prelude::*,
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render::{
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render_resource::{AsBindGroup, ShaderRef, ShaderType},
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texture::{
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ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler,
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ImageSamplerDescriptor,
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},
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},
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/water_material.wgsl";
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// The speed of camera movement.
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const CAMERA_KEYBOARD_ZOOM_SPEED: f32 = 0.1;
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const CAMERA_KEYBOARD_ORBIT_SPEED: f32 = 0.02;
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const CAMERA_MOUSE_WHEEL_ZOOM_SPEED: f32 = 0.25;
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// We clamp camera distances to this range.
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const CAMERA_ZOOM_RANGE: Range<f32> = 2.0..12.0;
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static TURN_SSR_OFF_HELP_TEXT: &str = "Press Space to turn screen-space reflections off";
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static TURN_SSR_ON_HELP_TEXT: &str = "Press Space to turn screen-space reflections on";
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static MOVE_CAMERA_HELP_TEXT: &str =
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"Press WASD or use the mouse wheel to pan and orbit the camera";
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static SWITCH_TO_FLIGHT_HELMET_HELP_TEXT: &str = "Press Enter to switch to the flight helmet model";
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static SWITCH_TO_CUBE_HELP_TEXT: &str = "Press Enter to switch to the cube model";
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/// A custom [`ExtendedMaterial`] that creates animated water ripples.
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct Water {
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/// The normal map image.
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///
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/// Note that, like all normal maps, this must not be loaded as sRGB.
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#[texture(100)]
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#[sampler(101)]
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normals: Handle<Image>,
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// Parameters to the water shader.
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#[uniform(102)]
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settings: WaterSettings,
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}
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/// Parameters to the water shader.
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#[derive(ShaderType, Debug, Clone)]
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struct WaterSettings {
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/// How much to displace each octave each frame, in the u and v directions.
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/// Two octaves are packed into each `vec4`.
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octave_vectors: [Vec4; 2],
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/// How wide the waves are in each octave.
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octave_scales: Vec4,
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/// How high the waves are in each octave.
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octave_strengths: Vec4,
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}
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/// The current settings that the user has chosen.
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#[derive(Resource)]
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struct AppSettings {
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/// Whether screen space reflections are on.
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ssr_on: bool,
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/// Which model is being displayed.
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displayed_model: DisplayedModel,
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}
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/// Which model is being displayed.
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#[derive(Default)]
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enum DisplayedModel {
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/// The cube is being displayed.
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#[default]
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Cube,
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/// The flight helmet is being displayed.
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FlightHelmet,
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}
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/// A marker component for the cube model.
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#[derive(Component)]
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struct CubeModel;
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/// A marker component for the flight helmet model.
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#[derive(Component)]
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struct FlightHelmetModel;
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fn main() {
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// Enable deferred rendering, which is necessary for screen-space
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// reflections at this time. Disable multisampled antialiasing, as deferred
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// rendering doesn't support that.
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App::new()
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.insert_resource(DefaultOpaqueRendererMethod::deferred())
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.init_resource::<AppSettings>()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Screen Space Reflections Example".into(),
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..default()
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}),
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..default()
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}))
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.add_plugins(MaterialPlugin::<ExtendedMaterial<StandardMaterial, Water>>::default())
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.add_systems(Startup, setup)
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.add_systems(Update, rotate_model)
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.add_systems(Update, move_camera)
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.add_systems(Update, adjust_app_settings)
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.run();
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}
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// Set up the scene.
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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 standard_materials: ResMut<Assets<StandardMaterial>>,
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mut water_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, Water>>>,
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asset_server: Res<AssetServer>,
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app_settings: Res<AppSettings>,
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) {
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spawn_cube(
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&mut commands,
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&asset_server,
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&mut meshes,
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&mut standard_materials,
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);
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spawn_flight_helmet(&mut commands, &asset_server);
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spawn_water(
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&mut commands,
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&asset_server,
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&mut meshes,
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&mut water_materials,
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);
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spawn_camera(&mut commands, &asset_server);
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spawn_text(&mut commands, &app_settings);
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}
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// Spawns the rotating cube.
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fn spawn_cube(
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commands: &mut Commands,
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asset_server: &AssetServer,
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meshes: &mut Assets<Mesh>,
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standard_materials: &mut Assets<StandardMaterial>,
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) {
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commands
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.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(standard_materials.add(StandardMaterial {
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base_color: Color::from(WHITE),
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base_color_texture: Some(asset_server.load("branding/icon.png")),
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..default()
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})),
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Transform::from_xyz(0.0, 0.5, 0.0),
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))
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.insert(CubeModel);
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}
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// Spawns the flight helmet.
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fn spawn_flight_helmet(commands: &mut Commands, asset_server: &AssetServer) {
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commands.spawn((
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SceneRoot(
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asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
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),
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Transform::from_scale(Vec3::splat(2.5)),
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FlightHelmetModel,
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Visibility::Hidden,
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));
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}
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// Spawns the water plane.
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fn spawn_water(
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commands: &mut Commands,
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asset_server: &AssetServer,
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meshes: &mut Assets<Mesh>,
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water_materials: &mut Assets<ExtendedMaterial<StandardMaterial, Water>>,
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) {
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(1.0)))),
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MeshMaterial3d(water_materials.add(ExtendedMaterial {
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base: StandardMaterial {
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base_color: BLACK.into(),
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perceptual_roughness: 0.0,
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..default()
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},
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extension: Water {
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normals: asset_server.load_with_settings::<Image, ImageLoaderSettings>(
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"textures/water_normals.png",
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|settings| {
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settings.is_srgb = false;
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settings.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor {
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address_mode_u: ImageAddressMode::Repeat,
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address_mode_v: ImageAddressMode::Repeat,
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mag_filter: ImageFilterMode::Linear,
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min_filter: ImageFilterMode::Linear,
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..default()
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});
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},
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),
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// These water settings are just random values to create some
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// variety.
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settings: WaterSettings {
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octave_vectors: [
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vec4(0.080, 0.059, 0.073, -0.062),
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vec4(0.153, 0.138, -0.149, -0.195),
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],
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octave_scales: vec4(1.0, 2.1, 7.9, 14.9) * 5.0,
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octave_strengths: vec4(0.16, 0.18, 0.093, 0.044),
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},
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},
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})),
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Transform::from_scale(Vec3::splat(100.0)),
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));
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}
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// Spawns the camera.
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fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
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// Create the camera. Add an environment map and skybox so the water has
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// something interesting to reflect, other than the cube. Enable deferred
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// rendering by adding depth and deferred prepasses. Turn on FXAA to make
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// the scene look a little nicer. Finally, add screen space reflections.
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commands
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.spawn((
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Camera3d::default(),
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Transform::from_translation(vec3(-1.25, 2.25, 4.5)).looking_at(Vec3::ZERO, Vec3::Y),
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Camera {
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hdr: true,
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..default()
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},
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Msaa::Off,
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))
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.insert(EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 5000.0,
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..default()
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})
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.insert(Skybox {
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image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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brightness: 5000.0,
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..default()
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})
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.insert(ScreenSpaceReflections::default())
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.insert(Fxaa::default());
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}
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// Spawns the help text.
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fn spawn_text(commands: &mut Commands, app_settings: &AppSettings) {
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commands.spawn((
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create_text(app_settings),
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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}
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// Creates or recreates the help text.
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fn create_text(app_settings: &AppSettings) -> Text {
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format!(
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"{}\n{}\n{}",
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match app_settings.displayed_model {
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DisplayedModel::Cube => SWITCH_TO_FLIGHT_HELMET_HELP_TEXT,
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DisplayedModel::FlightHelmet => SWITCH_TO_CUBE_HELP_TEXT,
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},
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if app_settings.ssr_on {
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TURN_SSR_OFF_HELP_TEXT
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} else {
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TURN_SSR_ON_HELP_TEXT
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},
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MOVE_CAMERA_HELP_TEXT
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)
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.into()
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}
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impl MaterialExtension for Water {
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fn deferred_fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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/// Rotates the model on the Y axis a bit every frame.
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fn rotate_model(
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mut query: Query<&mut Transform, Or<(With<CubeModel>, With<FlightHelmetModel>)>>,
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time: Res<Time>,
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) {
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for mut transform in query.iter_mut() {
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transform.rotation = Quat::from_euler(EulerRot::XYZ, 0.0, time.elapsed_secs(), 0.0);
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}
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}
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// Processes input related to camera movement.
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fn move_camera(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut mouse_wheel_input: EventReader<MouseWheel>,
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mut cameras: Query<&mut Transform, With<Camera>>,
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) {
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let (mut distance_delta, mut theta_delta) = (0.0, 0.0);
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// Handle keyboard events.
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if keyboard_input.pressed(KeyCode::KeyW) {
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distance_delta -= CAMERA_KEYBOARD_ZOOM_SPEED;
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}
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if keyboard_input.pressed(KeyCode::KeyS) {
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distance_delta += CAMERA_KEYBOARD_ZOOM_SPEED;
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}
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if keyboard_input.pressed(KeyCode::KeyA) {
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theta_delta += CAMERA_KEYBOARD_ORBIT_SPEED;
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}
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if keyboard_input.pressed(KeyCode::KeyD) {
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theta_delta -= CAMERA_KEYBOARD_ORBIT_SPEED;
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}
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// Handle mouse events.
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for mouse_wheel_event in mouse_wheel_input.read() {
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distance_delta -= mouse_wheel_event.y * CAMERA_MOUSE_WHEEL_ZOOM_SPEED;
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}
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// Update transforms.
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for mut camera_transform in cameras.iter_mut() {
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let local_z = camera_transform.local_z().as_vec3().normalize_or_zero();
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if distance_delta != 0.0 {
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camera_transform.translation = (camera_transform.translation.length() + distance_delta)
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.clamp(CAMERA_ZOOM_RANGE.start, CAMERA_ZOOM_RANGE.end)
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* local_z;
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}
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if theta_delta != 0.0 {
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camera_transform
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.translate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, theta_delta));
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camera_transform.look_at(Vec3::ZERO, Vec3::Y);
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}
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}
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}
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// Adjusts app settings per user input.
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#[allow(clippy::too_many_arguments)]
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fn adjust_app_settings(
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mut commands: Commands,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut app_settings: ResMut<AppSettings>,
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mut cameras: Query<Entity, With<Camera>>,
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mut cube_models: Query<&mut Visibility, (With<CubeModel>, Without<FlightHelmetModel>)>,
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mut flight_helmet_models: Query<&mut Visibility, (Without<CubeModel>, With<FlightHelmetModel>)>,
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mut text: Query<&mut Text>,
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) {
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// If there are no changes, we're going to bail for efficiency. Record that
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// here.
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let mut any_changes = false;
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// If the user pressed Space, toggle SSR.
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if keyboard_input.just_pressed(KeyCode::Space) {
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app_settings.ssr_on = !app_settings.ssr_on;
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any_changes = true;
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}
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// If the user pressed Enter, switch models.
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if keyboard_input.just_pressed(KeyCode::Enter) {
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app_settings.displayed_model = match app_settings.displayed_model {
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DisplayedModel::Cube => DisplayedModel::FlightHelmet,
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DisplayedModel::FlightHelmet => DisplayedModel::Cube,
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};
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any_changes = true;
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}
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// If there were no changes, bail.
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if !any_changes {
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return;
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}
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// Update SSR settings.
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for camera in cameras.iter_mut() {
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if app_settings.ssr_on {
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commands
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.entity(camera)
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.insert(ScreenSpaceReflections::default());
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} else {
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commands.entity(camera).remove::<ScreenSpaceReflections>();
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}
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}
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// Set cube model visibility.
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for mut cube_visibility in cube_models.iter_mut() {
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*cube_visibility = match app_settings.displayed_model {
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DisplayedModel::Cube => Visibility::Visible,
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_ => Visibility::Hidden,
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}
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}
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// Set flight helmet model visibility.
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for mut flight_helmet_visibility in flight_helmet_models.iter_mut() {
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*flight_helmet_visibility = match app_settings.displayed_model {
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DisplayedModel::FlightHelmet => Visibility::Visible,
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_ => Visibility::Hidden,
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};
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}
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// Update the help text.
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for mut text in text.iter_mut() {
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*text = create_text(&app_settings);
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}
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}
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impl Default for AppSettings {
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fn default() -> Self {
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Self {
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ssr_on: true,
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displayed_model: default(),
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}
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}
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}
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