mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
aefe1f0739
Co-authored-by: Mike <mike.hsu@gmail.com>
320 lines
9.4 KiB
Rust
320 lines
9.4 KiB
Rust
//! Demonstrates how shadow biases affect shadows in a 3d scene.
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use std::f32::consts::PI;
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use bevy::{input::mouse::MouseMotion, prelude::*};
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fn main() {
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println!(
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"Controls:
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WSAD - forward/back/strafe left/right
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LShift - 'run'
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E - up
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Q - down
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L - switch between directional and point lights
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1/2 - decrease/increase point light depth bias
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3/4 - decrease/increase point light normal bias
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5/6 - decrease/increase direction light depth bias
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7/8 - decrease/increase direction light normal bias"
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);
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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adjust_point_light_biases,
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toggle_light,
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adjust_directional_light_biases,
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camera_controller,
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),
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)
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.run();
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}
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/// set up a 3D scene to test shadow biases and perspective projections
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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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) {
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let spawn_plane_depth = 500.0f32;
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let spawn_height = 2.0;
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let sphere_radius = 0.25;
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let white_handle = 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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let sphere_handle = meshes.add(
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Mesh::try_from(shape::Icosphere {
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radius: sphere_radius,
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..default()
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})
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.unwrap(),
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);
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println!("Using DirectionalLight");
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(5.0, 5.0, 0.0),
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point_light: PointLight {
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intensity: 0.0,
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range: spawn_plane_depth,
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color: Color::WHITE,
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shadow_depth_bias: 0.0,
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shadow_normal_bias: 0.0,
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: 100000.0,
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shadow_depth_bias: 0.0,
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shadow_normal_bias: 0.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_rotation(Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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PI / 2.,
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-PI / 4.,
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)),
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..default()
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});
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// camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(-1.0, 1.0, 1.0)
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.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
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..default()
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},
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CameraController::default(),
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));
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for z_i32 in -spawn_plane_depth as i32..=0 {
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commands.spawn(PbrBundle {
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mesh: sphere_handle.clone(),
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material: white_handle.clone(),
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transform: Transform::from_xyz(0.0, spawn_height, z_i32 as f32),
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..default()
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});
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}
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// ground plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(2.0 * spawn_plane_depth).into()),
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material: white_handle,
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..default()
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});
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}
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fn toggle_light(
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input: Res<Input<KeyCode>>,
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mut point_lights: Query<&mut PointLight>,
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mut directional_lights: Query<&mut DirectionalLight>,
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) {
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if input.just_pressed(KeyCode::L) {
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for mut light in &mut point_lights {
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light.intensity = if light.intensity == 0.0 {
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println!("Using PointLight");
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100000000.0
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} else {
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0.0
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};
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}
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for mut light in &mut directional_lights {
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light.illuminance = if light.illuminance == 0.0 {
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println!("Using DirectionalLight");
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100000.0
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} else {
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0.0
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};
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}
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}
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}
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fn adjust_point_light_biases(input: Res<Input<KeyCode>>, mut query: Query<&mut PointLight>) {
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let depth_bias_step_size = 0.01;
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let normal_bias_step_size = 0.1;
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for mut light in &mut query {
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if input.just_pressed(KeyCode::Key1) {
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light.shadow_depth_bias -= depth_bias_step_size;
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println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias);
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}
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if input.just_pressed(KeyCode::Key2) {
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light.shadow_depth_bias += depth_bias_step_size;
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println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias);
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}
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if input.just_pressed(KeyCode::Key3) {
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light.shadow_normal_bias -= normal_bias_step_size;
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println!(
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"PointLight shadow_normal_bias: {}",
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light.shadow_normal_bias
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);
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}
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if input.just_pressed(KeyCode::Key4) {
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light.shadow_normal_bias += normal_bias_step_size;
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println!(
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"PointLight shadow_normal_bias: {}",
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light.shadow_normal_bias
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);
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}
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}
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}
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fn adjust_directional_light_biases(
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input: Res<Input<KeyCode>>,
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mut query: Query<&mut DirectionalLight>,
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) {
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let depth_bias_step_size = 0.01;
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let normal_bias_step_size = 0.1;
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for mut light in &mut query {
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if input.just_pressed(KeyCode::Key5) {
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light.shadow_depth_bias -= depth_bias_step_size;
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println!(
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"DirectionalLight shadow_depth_bias: {}",
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light.shadow_depth_bias
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);
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}
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if input.just_pressed(KeyCode::Key6) {
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light.shadow_depth_bias += depth_bias_step_size;
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println!(
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"DirectionalLight shadow_depth_bias: {}",
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light.shadow_depth_bias
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);
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}
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if input.just_pressed(KeyCode::Key7) {
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light.shadow_normal_bias -= normal_bias_step_size;
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println!(
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"DirectionalLight shadow_normal_bias: {}",
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light.shadow_normal_bias
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);
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}
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if input.just_pressed(KeyCode::Key8) {
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light.shadow_normal_bias += normal_bias_step_size;
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println!(
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"DirectionalLight shadow_normal_bias: {}",
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light.shadow_normal_bias
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);
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}
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}
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}
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#[derive(Component)]
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struct CameraController {
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pub enabled: bool,
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pub sensitivity: f32,
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pub key_forward: KeyCode,
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pub key_back: KeyCode,
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pub key_left: KeyCode,
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pub key_right: KeyCode,
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pub key_up: KeyCode,
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pub key_down: KeyCode,
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pub key_run: KeyCode,
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pub walk_speed: f32,
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pub run_speed: f32,
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pub friction: f32,
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pub pitch: f32,
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pub yaw: f32,
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pub velocity: Vec3,
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}
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impl Default for CameraController {
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fn default() -> Self {
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Self {
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enabled: true,
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sensitivity: 0.5,
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key_forward: KeyCode::W,
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key_back: KeyCode::S,
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key_left: KeyCode::A,
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key_right: KeyCode::D,
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key_up: KeyCode::E,
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key_down: KeyCode::Q,
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key_run: KeyCode::LShift,
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walk_speed: 10.0,
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run_speed: 30.0,
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friction: 0.5,
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pitch: 0.0,
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yaw: 0.0,
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velocity: Vec3::ZERO,
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}
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}
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}
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fn camera_controller(
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time: Res<Time>,
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mut mouse_events: EventReader<MouseMotion>,
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key_input: Res<Input<KeyCode>>,
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mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
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) {
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let dt = time.delta_seconds();
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// Handle mouse input
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let mut mouse_delta = Vec2::ZERO;
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for mouse_event in mouse_events.iter() {
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mouse_delta += mouse_event.delta;
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}
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for (mut transform, mut options) in &mut query {
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if !options.enabled {
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continue;
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}
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// Handle key input
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let mut axis_input = Vec3::ZERO;
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if key_input.pressed(options.key_forward) {
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axis_input.z += 1.0;
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}
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if key_input.pressed(options.key_back) {
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axis_input.z -= 1.0;
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}
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if key_input.pressed(options.key_right) {
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axis_input.x += 1.0;
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}
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if key_input.pressed(options.key_left) {
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axis_input.x -= 1.0;
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}
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if key_input.pressed(options.key_up) {
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axis_input.y += 1.0;
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}
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if key_input.pressed(options.key_down) {
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axis_input.y -= 1.0;
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}
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// Apply movement update
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if axis_input != Vec3::ZERO {
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let max_speed = if key_input.pressed(options.key_run) {
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options.run_speed
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} else {
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options.walk_speed
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};
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options.velocity = axis_input.normalize() * max_speed;
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} else {
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let friction = options.friction.clamp(0.0, 1.0);
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options.velocity *= 1.0 - friction;
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if options.velocity.length_squared() < 1e-6 {
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options.velocity = Vec3::ZERO;
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}
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}
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let forward = transform.forward();
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let right = transform.right();
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transform.translation += options.velocity.x * dt * right
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+ options.velocity.y * dt * Vec3::Y
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+ options.velocity.z * dt * forward;
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if mouse_delta != Vec2::ZERO {
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// Apply look update
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options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
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.clamp(-PI / 2., PI / 2.);
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options.yaw -= mouse_delta.x * options.sensitivity * dt;
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transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
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}
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}
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}
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