mirror of
https://github.com/bevyengine/bevy
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7989cb2650
# Objective - Make `Time` API more consistent. - Support time accel/decel/pause. ## Solution This is just the `Time` half of #3002. I was told that part isn't controversial. - Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming. - Implement accelerating / decelerating the passage of time. - Implement stopping time. --- ## Changelog - Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly. - Added `relative_speed` and `set_relative_speed` methods. - Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.) - Added `raw_*` variants of the "delta time" and "total elapsed time" methods. - Added `first_update` method because there's a non-zero duration between startup and the first update. ## Migration Guide - `time.time_since_startup()` -> `time.elapsed()` - `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()` - `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()` If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
419 lines
13 KiB
Rust
419 lines
13 KiB
Rust
//! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats
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use std::f32::consts::PI;
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use bevy::{
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asset::LoadState,
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input::mouse::MouseMotion,
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pbr::{MaterialPipeline, MaterialPipelineKey},
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prelude::*,
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reflect::TypeUuid,
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render::{
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mesh::MeshVertexBufferLayout,
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render_asset::RenderAssets,
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render_resource::{
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AsBindGroup, AsBindGroupError, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
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BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType,
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OwnedBindingResource, PreparedBindGroup, RenderPipelineDescriptor, SamplerBindingType,
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ShaderRef, ShaderStages, SpecializedMeshPipelineError, TextureSampleType,
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TextureViewDescriptor, TextureViewDimension,
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},
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renderer::RenderDevice,
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texture::{CompressedImageFormats, FallbackImage},
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},
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};
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const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
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(
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"textures/Ryfjallet_cubemap.png",
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CompressedImageFormats::NONE,
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),
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(
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"textures/Ryfjallet_cubemap_astc4x4.ktx2",
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CompressedImageFormats::ASTC_LDR,
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),
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(
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"textures/Ryfjallet_cubemap_bc7.ktx2",
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CompressedImageFormats::BC,
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),
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(
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"textures/Ryfjallet_cubemap_etc2.ktx2",
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CompressedImageFormats::ETC2,
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),
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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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.add_plugin(MaterialPlugin::<CubemapMaterial>::default())
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.add_startup_system(setup)
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.add_system(cycle_cubemap_asset)
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.add_system(asset_loaded.after(cycle_cubemap_asset))
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.add_system(camera_controller)
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.add_system(animate_light_direction)
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.run();
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}
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#[derive(Resource)]
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struct Cubemap {
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is_loaded: bool,
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index: usize,
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image_handle: Handle<Image>,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// directional 'sun' light
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: 32000.0,
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..default()
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},
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transform: Transform::from_xyz(0.0, 2.0, 0.0)
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.with_rotation(Quat::from_rotation_x(-PI / 4.)),
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..default()
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});
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let skybox_handle = asset_server.load(CUBEMAPS[0].0);
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// camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, 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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// ambient light
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// NOTE: The ambient light is used to scale how bright the environment map is so with a bright
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// environment map, use an appropriate colour and brightness to match
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commands.insert_resource(AmbientLight {
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color: Color::rgb_u8(210, 220, 240),
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brightness: 1.0,
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});
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commands.insert_resource(Cubemap {
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is_loaded: false,
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index: 0,
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image_handle: skybox_handle,
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});
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}
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const CUBEMAP_SWAP_DELAY: f32 = 3.0;
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fn cycle_cubemap_asset(
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time: Res<Time>,
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mut next_swap: Local<f32>,
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mut cubemap: ResMut<Cubemap>,
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asset_server: Res<AssetServer>,
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render_device: Res<RenderDevice>,
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) {
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let now = time.elapsed_seconds();
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if *next_swap == 0.0 {
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*next_swap = now + CUBEMAP_SWAP_DELAY;
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return;
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} else if now < *next_swap {
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return;
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}
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*next_swap += CUBEMAP_SWAP_DELAY;
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let supported_compressed_formats =
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CompressedImageFormats::from_features(render_device.features());
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let mut new_index = cubemap.index;
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for _ in 0..CUBEMAPS.len() {
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new_index = (new_index + 1) % CUBEMAPS.len();
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if supported_compressed_formats.contains(CUBEMAPS[new_index].1) {
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break;
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}
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info!("Skipping unsupported format: {:?}", CUBEMAPS[new_index]);
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}
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// Skip swapping to the same texture. Useful for when ktx2, zstd, or compressed texture support
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// is missing
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if new_index == cubemap.index {
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return;
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}
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cubemap.index = new_index;
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cubemap.image_handle = asset_server.load(CUBEMAPS[cubemap.index].0);
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cubemap.is_loaded = false;
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}
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fn asset_loaded(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut images: ResMut<Assets<Image>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut cubemap_materials: ResMut<Assets<CubemapMaterial>>,
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mut cubemap: ResMut<Cubemap>,
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cubes: Query<&Handle<CubemapMaterial>>,
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) {
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if !cubemap.is_loaded
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&& asset_server.get_load_state(cubemap.image_handle.clone_weak()) == LoadState::Loaded
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{
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info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
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let mut image = images.get_mut(&cubemap.image_handle).unwrap();
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// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
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// so they appear as one texture. The following code reconfigures the texture as necessary.
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if image.texture_descriptor.array_layer_count() == 1 {
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image.reinterpret_stacked_2d_as_array(
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image.texture_descriptor.size.height / image.texture_descriptor.size.width,
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);
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image.texture_view_descriptor = Some(TextureViewDescriptor {
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dimension: Some(TextureViewDimension::Cube),
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..default()
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});
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}
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// spawn cube
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let mut updated = false;
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for handle in cubes.iter() {
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if let Some(material) = cubemap_materials.get_mut(handle) {
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updated = true;
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material.base_color_texture = Some(cubemap.image_handle.clone_weak());
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}
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}
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if !updated {
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commands.spawn(MaterialMeshBundle::<CubemapMaterial> {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 10000.0 })),
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material: cubemap_materials.add(CubemapMaterial {
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base_color_texture: Some(cubemap.image_handle.clone_weak()),
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}),
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..default()
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});
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}
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cubemap.is_loaded = true;
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}
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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_seconds() * 0.5);
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}
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}
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "9509a0f8-3c05-48ee-a13e-a93226c7f488"]
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struct CubemapMaterial {
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base_color_texture: Option<Handle<Image>>,
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}
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impl Material for CubemapMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/cubemap_unlit.wgsl".into()
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}
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fn specialize(
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_pipeline: &MaterialPipeline<Self>,
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descriptor: &mut RenderPipelineDescriptor,
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_layout: &MeshVertexBufferLayout,
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_key: MaterialPipelineKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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descriptor.primitive.cull_mode = None;
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Ok(())
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}
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}
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impl AsBindGroup for CubemapMaterial {
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type Data = ();
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fn as_bind_group(
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&self,
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layout: &BindGroupLayout,
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render_device: &RenderDevice,
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images: &RenderAssets<Image>,
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_fallback_image: &FallbackImage,
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) -> Result<PreparedBindGroup<Self>, AsBindGroupError> {
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let base_color_texture = self
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.base_color_texture
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.as_ref()
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.ok_or(AsBindGroupError::RetryNextUpdate)?;
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let image = images
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.get(base_color_texture)
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.ok_or(AsBindGroupError::RetryNextUpdate)?;
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[
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BindGroupEntry {
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binding: 0,
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resource: BindingResource::TextureView(&image.texture_view),
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},
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BindGroupEntry {
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binding: 1,
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resource: BindingResource::Sampler(&image.sampler),
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},
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],
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label: Some("cubemap_texture_material_bind_group"),
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layout,
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});
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Ok(PreparedBindGroup {
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bind_group,
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bindings: vec![
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OwnedBindingResource::TextureView(image.texture_view.clone()),
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OwnedBindingResource::Sampler(image.sampler.clone()),
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],
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data: (),
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})
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}
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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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// Cubemap Base Color Texture
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled: false,
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::Cube,
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},
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count: None,
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},
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// Cubemap Base Color Texture Sampler
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: None,
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})
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}
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}
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#[derive(Component)]
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pub struct CameraController {
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pub enabled: bool,
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pub initialized: 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 mouse_key_enable_mouse: MouseButton,
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pub keyboard_key_enable_mouse: 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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initialized: false,
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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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mouse_key_enable_mouse: MouseButton::Left,
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keyboard_key_enable_mouse: KeyCode::M,
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walk_speed: 2.0,
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run_speed: 6.0,
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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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pub fn camera_controller(
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time: Res<Time>,
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mut mouse_events: EventReader<MouseMotion>,
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mouse_button_input: Res<Input<MouseButton>>,
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key_input: Res<Input<KeyCode>>,
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mut move_toggled: Local<bool>,
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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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if let Ok((mut transform, mut options)) = query.get_single_mut() {
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if !options.initialized {
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let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
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options.yaw = yaw;
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options.pitch = pitch;
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options.initialized = true;
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}
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if !options.enabled {
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return;
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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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if key_input.just_pressed(options.keyboard_key_enable_mouse) {
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*move_toggled = !*move_toggled;
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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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// Handle mouse input
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let mut mouse_delta = Vec2::ZERO;
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if mouse_button_input.pressed(options.mouse_key_enable_mouse) || *move_toggled {
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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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}
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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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