mirror of
https://github.com/bevyengine/bevy
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01aedc8431
# Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
323 lines
9.6 KiB
Rust
323 lines
9.6 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_startup_system(setup)
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.add_system(adjust_point_light_biases)
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.add_system(toggle_light)
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.add_system(adjust_directional_light_biases)
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.add_system(camera_controller)
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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(Mesh::from(shape::Icosphere {
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radius: sphere_radius,
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..default()
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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_projection: OrthographicProjection {
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left: -0.35,
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right: 500.35,
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bottom: -0.1,
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top: 5.0,
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near: -5.0,
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far: 5.0,
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..default()
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},
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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(Mesh::from(shape::Plane {
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size: 2.0 * spawn_plane_depth,
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})),
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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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