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# 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(); } } ```
339 lines
11 KiB
Rust
339 lines
11 KiB
Rust
//! This example shows how to place reflection probes in the scene.
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//!
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//! Press Space to switch between no reflections, environment map reflections
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//! (i.e. the skybox only, not the cubes), and a full reflection probe that
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//! reflects the skybox and the cubes. Press Enter to pause rotation.
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//!
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//! Reflection probes don't work on WebGL 2 or WebGPU.
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use bevy::{core_pipeline::Skybox, prelude::*};
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use std::{
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f32::consts::PI,
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fmt::{Display, Formatter, Result as FmtResult},
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};
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static STOP_ROTATION_HELP_TEXT: &str = "Press Enter to stop rotation";
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static START_ROTATION_HELP_TEXT: &str = "Press Enter to start rotation";
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static REFLECTION_MODE_HELP_TEXT: &str = "Press Space to switch reflection mode";
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// The mode the application is in.
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#[derive(Resource)]
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struct AppStatus {
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// Which environment maps the user has requested to display.
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reflection_mode: ReflectionMode,
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// Whether the user has requested the scene to rotate.
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rotating: bool,
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}
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// Which environment maps the user has requested to display.
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#[derive(Clone, Copy)]
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enum ReflectionMode {
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// No environment maps are shown.
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None = 0,
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// Only a world environment map is shown.
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EnvironmentMap = 1,
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// Both a world environment map and a reflection probe are present. The
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// reflection probe is shown in the sphere.
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ReflectionProbe = 2,
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}
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// The various reflection maps.
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#[derive(Resource)]
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struct Cubemaps {
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// The blurry diffuse cubemap. This is used for both the world environment
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// map and the reflection probe. (In reality you wouldn't do this, but this
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// reduces complexity of this example a bit.)
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diffuse: Handle<Image>,
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// The specular cubemap that reflects the world, but not the cubes.
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specular_environment_map: Handle<Image>,
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// The specular cubemap that reflects both the world and the cubes.
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specular_reflection_probe: Handle<Image>,
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// The skybox cubemap image. This is almost the same as
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// `specular_environment_map`.
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skybox: Handle<Image>,
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}
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fn main() {
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// Create the app.
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<AppStatus>()
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.init_resource::<Cubemaps>()
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.add_systems(Startup, setup)
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.add_systems(PreUpdate, add_environment_map_to_camera)
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.add_systems(Update, change_reflection_type)
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.add_systems(Update, toggle_rotation)
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.add_systems(
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Update,
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rotate_camera
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.after(toggle_rotation)
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.after(change_reflection_type),
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)
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.add_systems(Update, update_text.after(rotate_camera))
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.run();
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}
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// Spawns all the scene objects.
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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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asset_server: Res<AssetServer>,
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app_status: Res<AppStatus>,
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cubemaps: Res<Cubemaps>,
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) {
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spawn_scene(&mut commands, &asset_server);
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spawn_camera(&mut commands);
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spawn_sphere(&mut commands, &mut meshes, &mut materials);
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spawn_reflection_probe(&mut commands, &cubemaps);
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spawn_text(&mut commands, &app_status);
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}
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// Spawns the cubes, light, and camera.
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fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
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commands.spawn(SceneRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/cubes/Cubes.glb")),
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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) {
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commands.spawn((
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Camera3d::default(),
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Camera {
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hdr: true,
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..default()
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},
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Transform::from_xyz(-6.483, 0.325, 4.381).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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// Creates the sphere mesh and spawns it.
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fn spawn_sphere(
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commands: &mut Commands,
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meshes: &mut Assets<Mesh>,
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materials: &mut Assets<StandardMaterial>,
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) {
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// Create a sphere mesh.
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let sphere_mesh = meshes.add(Sphere::new(1.0).mesh().ico(7).unwrap());
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// Create a sphere.
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commands.spawn((
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Mesh3d(sphere_mesh.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Srgba::hex("#ffd891").unwrap().into(),
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metallic: 1.0,
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perceptual_roughness: 0.0,
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..StandardMaterial::default()
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})),
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));
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}
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// Spawns the reflection probe.
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fn spawn_reflection_probe(commands: &mut Commands, cubemaps: &Cubemaps) {
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commands.spawn((
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LightProbe,
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EnvironmentMapLight {
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diffuse_map: cubemaps.diffuse.clone(),
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specular_map: cubemaps.specular_reflection_probe.clone(),
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intensity: 5000.0,
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..default()
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},
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// 2.0 because the sphere's radius is 1.0 and we want to fully enclose it.
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Transform::from_scale(Vec3::splat(2.0)),
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));
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}
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// Spawns the help text.
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fn spawn_text(commands: &mut Commands, app_status: &AppStatus) {
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// Create the text.
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commands.spawn((
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app_status.create_text(),
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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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// Adds a world environment map to the camera. This separate system is needed because the camera is
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// managed by the scene spawner, as it's part of the glTF file with the cubes, so we have to add
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// the environment map after the fact.
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fn add_environment_map_to_camera(
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mut commands: Commands,
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query: Query<Entity, Added<Camera3d>>,
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cubemaps: Res<Cubemaps>,
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) {
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for camera_entity in query.iter() {
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commands
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.entity(camera_entity)
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.insert(create_camera_environment_map_light(&cubemaps))
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.insert(Skybox {
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image: cubemaps.skybox.clone(),
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brightness: 5000.0,
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..default()
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});
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}
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}
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// A system that handles switching between different reflection modes.
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fn change_reflection_type(
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mut commands: Commands,
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light_probe_query: Query<Entity, With<LightProbe>>,
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camera_query: Query<Entity, With<Camera3d>>,
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keyboard: Res<ButtonInput<KeyCode>>,
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mut app_status: ResMut<AppStatus>,
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cubemaps: Res<Cubemaps>,
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) {
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// Only do anything if space was pressed.
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if !keyboard.just_pressed(KeyCode::Space) {
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return;
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}
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// Switch reflection mode.
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app_status.reflection_mode =
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ReflectionMode::try_from((app_status.reflection_mode as u32 + 1) % 3).unwrap();
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// Add or remove the light probe.
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for light_probe in light_probe_query.iter() {
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commands.entity(light_probe).despawn();
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}
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match app_status.reflection_mode {
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ReflectionMode::None | ReflectionMode::EnvironmentMap => {}
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ReflectionMode::ReflectionProbe => spawn_reflection_probe(&mut commands, &cubemaps),
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}
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// Add or remove the environment map from the camera.
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for camera in camera_query.iter() {
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match app_status.reflection_mode {
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ReflectionMode::None => {
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commands.entity(camera).remove::<EnvironmentMapLight>();
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}
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ReflectionMode::EnvironmentMap | ReflectionMode::ReflectionProbe => {
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commands
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.entity(camera)
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.insert(create_camera_environment_map_light(&cubemaps));
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}
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}
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}
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}
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// A system that handles enabling and disabling rotation.
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fn toggle_rotation(keyboard: Res<ButtonInput<KeyCode>>, mut app_status: ResMut<AppStatus>) {
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if keyboard.just_pressed(KeyCode::Enter) {
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app_status.rotating = !app_status.rotating;
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}
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}
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// A system that updates the help text.
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fn update_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
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for mut text in text_query.iter_mut() {
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*text = app_status.create_text();
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}
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}
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impl TryFrom<u32> for ReflectionMode {
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type Error = ();
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fn try_from(value: u32) -> Result<Self, Self::Error> {
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match value {
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0 => Ok(ReflectionMode::None),
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1 => Ok(ReflectionMode::EnvironmentMap),
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2 => Ok(ReflectionMode::ReflectionProbe),
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_ => Err(()),
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}
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}
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}
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impl Display for ReflectionMode {
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fn fmt(&self, formatter: &mut Formatter<'_>) -> FmtResult {
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let text = match *self {
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ReflectionMode::None => "No reflections",
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ReflectionMode::EnvironmentMap => "Environment map",
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ReflectionMode::ReflectionProbe => "Reflection probe",
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};
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formatter.write_str(text)
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}
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}
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impl AppStatus {
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// Constructs the help text at the bottom of the screen based on the
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// application status.
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fn create_text(&self) -> Text {
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let rotation_help_text = if self.rotating {
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STOP_ROTATION_HELP_TEXT
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} else {
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START_ROTATION_HELP_TEXT
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};
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format!(
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"{}\n{}\n{}",
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self.reflection_mode, rotation_help_text, REFLECTION_MODE_HELP_TEXT
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)
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.into()
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}
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}
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// Creates the world environment map light, used as a fallback if no reflection
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// probe is applicable to a mesh.
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fn create_camera_environment_map_light(cubemaps: &Cubemaps) -> EnvironmentMapLight {
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EnvironmentMapLight {
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diffuse_map: cubemaps.diffuse.clone(),
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specular_map: cubemaps.specular_environment_map.clone(),
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intensity: 5000.0,
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..default()
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}
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}
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// Rotates the camera a bit every frame.
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fn rotate_camera(
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time: Res<Time>,
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mut camera_query: Query<&mut Transform, With<Camera3d>>,
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app_status: Res<AppStatus>,
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) {
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if !app_status.rotating {
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return;
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}
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for mut transform in camera_query.iter_mut() {
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transform.translation = Vec2::from_angle(time.delta_secs() * PI / 5.0)
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.rotate(transform.translation.xz())
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.extend(transform.translation.y)
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.xzy();
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transform.look_at(Vec3::ZERO, Vec3::Y);
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}
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}
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// Loads the cubemaps from the assets directory.
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impl FromWorld for Cubemaps {
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fn from_world(world: &mut World) -> Self {
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// Just use the specular map for the skybox since it's not too blurry.
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// In reality you wouldn't do this--you'd use a real skybox texture--but
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// reusing the textures like this saves space in the Bevy repository.
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let specular_map = world.load_asset("environment_maps/pisa_specular_rgb9e5_zstd.ktx2");
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Cubemaps {
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diffuse: world.load_asset("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_reflection_probe: world
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.load_asset("environment_maps/cubes_reflection_probe_specular_rgb9e5_zstd.ktx2"),
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specular_environment_map: specular_map.clone(),
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skybox: specular_map,
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}
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}
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}
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impl Default for AppStatus {
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fn default() -> Self {
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Self {
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reflection_mode: ReflectionMode::ReflectionProbe,
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rotating: true,
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}
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}
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}
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