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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(); } } ```
322 lines
9.9 KiB
Rust
322 lines
9.9 KiB
Rust
//! Illustrates different lights of various types and colors, some static, some moving over
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//! a simple scene.
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use std::f32::consts::PI;
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use bevy::{
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color::palettes::css::*,
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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render::camera::{Exposure, PhysicalCameraParameters},
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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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.insert_resource(Parameters(PhysicalCameraParameters {
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aperture_f_stops: 1.0,
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shutter_speed_s: 1.0 / 125.0,
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sensitivity_iso: 100.0,
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sensor_height: 0.01866,
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, (update_exposure, movement, animate_light_direction))
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.run();
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}
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#[derive(Resource, Default, Deref, DerefMut)]
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struct Parameters(PhysicalCameraParameters);
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#[derive(Component)]
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struct Movable;
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/// set up a simple 3D scene
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fn setup(
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parameters: Res<Parameters>,
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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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asset_server: Res<AssetServer>,
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) {
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// ground plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::WHITE,
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perceptual_roughness: 1.0,
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..default()
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})),
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));
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// left wall
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let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
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transform.rotate_z(PI / 2.);
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: INDIGO.into(),
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perceptual_roughness: 1.0,
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..default()
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})),
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transform,
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));
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// back (right) wall
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let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
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transform.rotate_x(PI / 2.);
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: INDIGO.into(),
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perceptual_roughness: 1.0,
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..default()
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})),
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transform,
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));
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// Bevy logo to demonstrate alpha mask shadows
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let mut transform = Transform::from_xyz(-2.2, 0.5, 1.0);
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transform.rotate_y(PI / 8.);
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commands.spawn((
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Mesh3d(meshes.add(Rectangle::new(2.0, 0.5))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color_texture: Some(asset_server.load("branding/bevy_logo_light.png")),
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perceptual_roughness: 1.0,
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alpha_mode: AlphaMode::Mask(0.5),
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cull_mode: None,
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..default()
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})),
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transform,
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Movable,
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));
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// cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: DEEP_PINK.into(),
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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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Movable,
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));
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// sphere
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commands.spawn((
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Mesh3d(meshes.add(Sphere::new(0.5).mesh().uv(32, 18))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: LIMEGREEN.into(),
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..default()
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})),
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Transform::from_xyz(1.5, 1.0, 1.5),
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Movable,
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));
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// ambient light
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commands.insert_resource(AmbientLight {
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color: ORANGE_RED.into(),
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brightness: 0.02,
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});
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// red point light
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commands
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.spawn((
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PointLight {
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intensity: 100_000.0,
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color: RED.into(),
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(1.0, 2.0, 0.0),
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))
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.with_children(|builder| {
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builder.spawn((
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Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: RED.into(),
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emissive: LinearRgba::new(4.0, 0.0, 0.0, 0.0),
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..default()
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})),
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));
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});
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// green spot light
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commands
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.spawn((
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SpotLight {
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intensity: 100_000.0,
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color: LIME.into(),
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shadows_enabled: true,
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inner_angle: 0.6,
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outer_angle: 0.8,
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..default()
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},
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Transform::from_xyz(-1.0, 2.0, 0.0).looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
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))
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.with_child((
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Mesh3d(meshes.add(Capsule3d::new(0.1, 0.125))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: LIME.into(),
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emissive: LinearRgba::new(0.0, 4.0, 0.0, 0.0),
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..default()
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})),
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Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
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));
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// blue point light
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commands
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.spawn((
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PointLight {
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intensity: 100_000.0,
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color: BLUE.into(),
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(0.0, 4.0, 0.0),
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))
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.with_children(|builder| {
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builder.spawn((
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Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: BLUE.into(),
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emissive: LinearRgba::new(0.0, 0.0, 713.0, 0.0),
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..default()
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})),
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));
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});
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// directional 'sun' light
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commands.spawn((
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DirectionalLight {
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illuminance: light_consts::lux::OVERCAST_DAY,
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shadows_enabled: true,
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..default()
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},
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Transform {
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translation: Vec3::new(0.0, 2.0, 0.0),
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rotation: Quat::from_rotation_x(-PI / 4.),
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..default()
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},
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// The default cascade config is designed to handle large scenes.
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// As this example has a much smaller world, we can tighten the shadow
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// bounds for better visual quality.
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CascadeShadowConfigBuilder {
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first_cascade_far_bound: 4.0,
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maximum_distance: 10.0,
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..default()
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}
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.build(),
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));
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// example instructions
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commands
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.spawn((
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Text::default(),
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Node {
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position_type: PositionType::Absolute,
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top: 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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.with_children(|p| {
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p.spawn(TextSpan(format!(
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"Aperture: f/{:.0}\n",
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parameters.aperture_f_stops,
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)));
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p.spawn(TextSpan(format!(
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"Shutter speed: 1/{:.0}s\n",
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1.0 / parameters.shutter_speed_s
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)));
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p.spawn(TextSpan(format!(
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"Sensitivity: ISO {:.0}\n",
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parameters.sensitivity_iso
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)));
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p.spawn(TextSpan::new("\n\n"));
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p.spawn(TextSpan::new("Controls\n"));
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p.spawn(TextSpan::new("---------------\n"));
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p.spawn(TextSpan::new("Arrow keys - Move objects\n"));
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p.spawn(TextSpan::new("1/2 - Decrease/Increase aperture\n"));
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p.spawn(TextSpan::new("Arrow keys - Move objects\n"));
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p.spawn(TextSpan::new("3/4 - Decrease/Increase shutter speed\n"));
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p.spawn(TextSpan::new("5/6 - Decrease/Increase sensitivity\n"));
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p.spawn(TextSpan::new("R - Reset exposure"));
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});
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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Exposure::from_physical_camera(**parameters),
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));
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}
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fn update_exposure(
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key_input: Res<ButtonInput<KeyCode>>,
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mut parameters: ResMut<Parameters>,
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mut exposure: Single<&mut Exposure>,
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text: Single<Entity, With<Text>>,
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mut writer: TextUiWriter,
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) {
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// TODO: Clamp values to a reasonable range
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let entity = *text;
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if key_input.just_pressed(KeyCode::Digit2) {
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parameters.aperture_f_stops *= 2.0;
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} else if key_input.just_pressed(KeyCode::Digit1) {
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parameters.aperture_f_stops *= 0.5;
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}
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if key_input.just_pressed(KeyCode::Digit4) {
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parameters.shutter_speed_s *= 2.0;
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} else if key_input.just_pressed(KeyCode::Digit3) {
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parameters.shutter_speed_s *= 0.5;
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}
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if key_input.just_pressed(KeyCode::Digit6) {
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parameters.sensitivity_iso += 100.0;
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} else if key_input.just_pressed(KeyCode::Digit5) {
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parameters.sensitivity_iso -= 100.0;
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}
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if key_input.just_pressed(KeyCode::KeyR) {
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*parameters = Parameters::default();
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}
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*writer.text(entity, 1) = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops);
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*writer.text(entity, 2) = format!(
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"Shutter speed: 1/{:.0}s\n",
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1.0 / parameters.shutter_speed_s
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);
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*writer.text(entity, 3) = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso);
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**exposure = Exposure::from_physical_camera(**parameters);
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}
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fn animate_light_direction(
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time: Res<Time>,
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mut query: Query<&mut Transform, With<DirectionalLight>>,
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) {
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for mut transform in &mut query {
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transform.rotate_y(time.delta_secs() * 0.5);
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}
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}
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fn movement(
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input: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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mut query: Query<&mut Transform, With<Movable>>,
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) {
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for mut transform in &mut query {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::ArrowUp) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::ArrowDown) {
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direction.y -= 1.0;
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}
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if input.pressed(KeyCode::ArrowLeft) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::ArrowRight) {
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direction.x += 1.0;
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}
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transform.translation += time.delta_secs() * 2.0 * direction;
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}
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}
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