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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(); } } ```
279 lines
8.3 KiB
Rust
279 lines
8.3 KiB
Rust
//! This interactive example shows how to use distance fog,
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//! and allows playing around with different fog settings.
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//!
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//! ## Controls
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//!
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//! | Key Binding | Action |
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//! |:-------------------|:------------------------------------|
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//! | `1` / `2` / `3` | Fog Falloff Mode |
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//! | `A` / `S` | Move Start Distance (Linear Fog) |
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//! | | Change Density (Exponential Fogs) |
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//! | `Z` / `X` | Move End Distance (Linear Fog) |
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//! | `-` / `=` | Adjust Fog Red Channel |
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//! | `[` / `]` | Adjust Fog Green Channel |
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//! | `;` / `'` | Adjust Fog Blue Channel |
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//! | `.` / `?` | Adjust Fog Alpha Channel |
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use bevy::{
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math::ops,
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pbr::{NotShadowCaster, NotShadowReceiver},
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prelude::*,
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};
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fn main() {
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App::new()
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.insert_resource(AmbientLight::NONE)
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.add_plugins(DefaultPlugins)
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.add_systems(
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Startup,
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(setup_camera_fog, setup_pyramid_scene, setup_instructions),
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)
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.add_systems(Update, update_system)
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.run();
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}
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fn setup_camera_fog(mut commands: Commands) {
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commands.spawn((
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Camera3d::default(),
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DistanceFog {
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color: Color::srgb(0.25, 0.25, 0.25),
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falloff: FogFalloff::Linear {
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start: 5.0,
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end: 20.0,
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},
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..default()
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},
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));
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}
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fn setup_pyramid_scene(
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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 stone = materials.add(StandardMaterial {
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base_color: Srgba::hex("28221B").unwrap().into(),
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perceptual_roughness: 1.0,
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..default()
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});
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// pillars
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for (x, z) in &[(-1.5, -1.5), (1.5, -1.5), (1.5, 1.5), (-1.5, 1.5)] {
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 3.0, 1.0))),
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MeshMaterial3d(stone.clone()),
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Transform::from_xyz(*x, 1.5, *z),
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));
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}
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// orb
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commands.spawn((
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Mesh3d(meshes.add(Sphere::default())),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Srgba::hex("126212CC").unwrap().into(),
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reflectance: 1.0,
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perceptual_roughness: 0.0,
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metallic: 0.5,
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alpha_mode: AlphaMode::Blend,
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..default()
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})),
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Transform::from_scale(Vec3::splat(1.75)).with_translation(Vec3::new(0.0, 4.0, 0.0)),
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NotShadowCaster,
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NotShadowReceiver,
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));
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// steps
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for i in 0..50 {
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let half_size = i as f32 / 2.0 + 3.0;
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let y = -i as f32 / 2.0;
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(2.0 * half_size, 0.5, 2.0 * half_size))),
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MeshMaterial3d(stone.clone()),
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Transform::from_xyz(0.0, y + 0.25, 0.0),
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));
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}
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// sky
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Srgba::hex("888888").unwrap().into(),
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unlit: true,
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cull_mode: None,
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..default()
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})),
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Transform::from_scale(Vec3::splat(1_000_000.0)),
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));
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// light
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commands.spawn((
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PointLight {
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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, 1.0, 0.0),
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));
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}
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fn setup_instructions(mut commands: Commands) {
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commands.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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}
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fn update_system(
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camera: Single<(&mut DistanceFog, &mut Transform)>,
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mut text: Single<&mut Text>,
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time: Res<Time>,
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keycode: Res<ButtonInput<KeyCode>>,
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) {
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let now = time.elapsed_secs();
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let delta = time.delta_secs();
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let (mut fog, mut transform) = camera.into_inner();
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// Orbit camera around pyramid
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let orbit_scale = 8.0 + ops::sin(now / 10.0) * 7.0;
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*transform = Transform::from_xyz(
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ops::cos(now / 5.0) * orbit_scale,
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12.0 - orbit_scale / 2.0,
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ops::sin(now / 5.0) * orbit_scale,
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)
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.looking_at(Vec3::ZERO, Vec3::Y);
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// Fog Information
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text.0 = format!("Fog Falloff: {:?}\nFog Color: {:?}", fog.falloff, fog.color);
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// Fog Falloff Mode Switching
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text.push_str("\n\n1 / 2 / 3 - Fog Falloff Mode");
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if keycode.pressed(KeyCode::Digit1) {
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if let FogFalloff::Linear { .. } = fog.falloff {
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// No change
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} else {
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fog.falloff = FogFalloff::Linear {
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start: 5.0,
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end: 20.0,
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};
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};
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}
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if keycode.pressed(KeyCode::Digit2) {
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if let FogFalloff::Exponential { .. } = fog.falloff {
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// No change
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} else if let FogFalloff::ExponentialSquared { density } = fog.falloff {
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fog.falloff = FogFalloff::Exponential { density };
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} else {
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fog.falloff = FogFalloff::Exponential { density: 0.07 };
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};
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}
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if keycode.pressed(KeyCode::Digit3) {
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if let FogFalloff::Exponential { density } = fog.falloff {
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fog.falloff = FogFalloff::ExponentialSquared { density };
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} else if let FogFalloff::ExponentialSquared { .. } = fog.falloff {
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// No change
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} else {
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fog.falloff = FogFalloff::Exponential { density: 0.07 };
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};
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}
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// Linear Fog Controls
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if let FogFalloff::Linear {
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ref mut start,
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ref mut end,
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} = &mut fog.falloff
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{
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text.push_str("\nA / S - Move Start Distance\nZ / X - Move End Distance");
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if keycode.pressed(KeyCode::KeyA) {
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*start -= delta * 3.0;
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}
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if keycode.pressed(KeyCode::KeyS) {
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*start += delta * 3.0;
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}
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if keycode.pressed(KeyCode::KeyZ) {
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*end -= delta * 3.0;
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}
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if keycode.pressed(KeyCode::KeyX) {
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*end += delta * 3.0;
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}
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}
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// Exponential Fog Controls
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if let FogFalloff::Exponential { ref mut density } = &mut fog.falloff {
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text.push_str("\nA / S - Change Density");
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if keycode.pressed(KeyCode::KeyA) {
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*density -= delta * 0.5 * *density;
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if *density < 0.0 {
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*density = 0.0;
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}
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}
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if keycode.pressed(KeyCode::KeyS) {
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*density += delta * 0.5 * *density;
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}
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}
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// ExponentialSquared Fog Controls
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if let FogFalloff::ExponentialSquared { ref mut density } = &mut fog.falloff {
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text.push_str("\nA / S - Change Density");
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if keycode.pressed(KeyCode::KeyA) {
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*density -= delta * 0.5 * *density;
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if *density < 0.0 {
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*density = 0.0;
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}
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}
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if keycode.pressed(KeyCode::KeyS) {
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*density += delta * 0.5 * *density;
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}
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}
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// RGBA Controls
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text.push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
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// We're performing various operations in the sRGB color space,
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// so we convert the fog color to sRGB here, then modify it,
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// and finally when we're done we can convert it back and set it.
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let mut fog_color = Srgba::from(fog.color);
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if keycode.pressed(KeyCode::Minus) {
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fog_color.red = (fog_color.red - 0.1 * delta).max(0.0);
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}
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if keycode.any_pressed([KeyCode::Equal, KeyCode::NumpadEqual]) {
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fog_color.red = (fog_color.red + 0.1 * delta).min(1.0);
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}
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if keycode.pressed(KeyCode::BracketLeft) {
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fog_color.green = (fog_color.green - 0.1 * delta).max(0.0);
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}
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if keycode.pressed(KeyCode::BracketRight) {
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fog_color.green = (fog_color.green + 0.1 * delta).min(1.0);
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}
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if keycode.pressed(KeyCode::Semicolon) {
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fog_color.blue = (fog_color.blue - 0.1 * delta).max(0.0);
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}
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if keycode.pressed(KeyCode::Quote) {
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fog_color.blue = (fog_color.blue + 0.1 * delta).min(1.0);
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}
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if keycode.pressed(KeyCode::Period) {
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fog_color.alpha = (fog_color.alpha - 0.1 * delta).max(0.0);
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}
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if keycode.pressed(KeyCode::Slash) {
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fog_color.alpha = (fog_color.alpha + 0.1 * delta).min(1.0);
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}
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fog.color = Color::from(fog_color);
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}
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