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https://github.com/bevyengine/bevy
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ced216f59a
# Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
456 lines
15 KiB
Rust
456 lines
15 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, pbr::ShadowFilteringMethod, prelude::*};
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fn main() {
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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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cycle_filter_methods,
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adjust_light_position,
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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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#[derive(Component)]
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struct Lights;
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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 = 300.0f32;
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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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let light_transform = Transform::from_xyz(5.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y);
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commands
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.spawn((
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SpatialBundle {
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transform: light_transform,
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..default()
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},
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Lights,
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))
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.with_children(|builder| {
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builder.spawn(PointLightBundle {
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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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builder.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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..default()
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});
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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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ShadowFilteringMethod::Hardware2x2,
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));
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for z_i32 in (-spawn_plane_depth as i32..=0).step_by(2) {
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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(
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0.0,
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if z_i32 % 4 == 0 {
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spawn_height
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} else {
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sphere_radius
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},
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z_i32 as f32,
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),
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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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let style = TextStyle {
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font_size: 20.,
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..default()
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};
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commands
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.spawn(NodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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padding: UiRect::all(Val::Px(5.0)),
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..default()
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},
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z_index: ZIndex::Global(i32::MAX),
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background_color: Color::BLACK.with_a(0.75).into(),
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..default()
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})
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.with_children(|c| {
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c.spawn(TextBundle::from_sections([
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TextSection::new("Controls:\n", style.clone()),
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TextSection::new("WSAD - forward/back/strafe left/right\n", style.clone()),
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TextSection::new("E / Q - up / down\n", style.clone()),
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TextSection::new("R / Z - reset biases to default / zero\n", style.clone()),
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TextSection::new(
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"L - switch between directional and point lights [",
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style.clone(),
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),
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TextSection::new("DirectionalLight", style.clone()),
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TextSection::new("]\n", style.clone()),
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TextSection::new(
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"F - switch directional light filter methods [",
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style.clone(),
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),
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TextSection::new("Hardware2x2", style.clone()),
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TextSection::new("]\n", style.clone()),
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TextSection::new("1/2 - change point light depth bias [", style.clone()),
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TextSection::new("0.00", style.clone()),
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TextSection::new("]\n", style.clone()),
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TextSection::new("3/4 - change point light normal bias [", style.clone()),
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TextSection::new("0.0", style.clone()),
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TextSection::new("]\n", style.clone()),
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TextSection::new("5/6 - change direction light depth bias [", style.clone()),
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TextSection::new("0.00", style.clone()),
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TextSection::new("]\n", style.clone()),
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TextSection::new(
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"7/8 - change direction light normal bias [",
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style.clone(),
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),
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TextSection::new("0.0", style.clone()),
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TextSection::new("]\n", style.clone()),
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TextSection::new(
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"left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [",
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style.clone(),
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),
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TextSection::new(
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format!("{:.1},", light_transform.translation.x),
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style.clone(),
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),
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TextSection::new(
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format!(" {:.1},", light_transform.translation.y),
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style.clone(),
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),
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TextSection::new(
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format!(" {:.1}", light_transform.translation.z),
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style.clone(),
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),
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TextSection::new("]\n", style.clone()),
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]));
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});
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}
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fn toggle_light(
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input: Res<ButtonInput<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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mut example_text: Query<&mut Text>,
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) {
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if input.just_pressed(KeyCode::KeyL) {
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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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example_text.single_mut().sections[5].value = "PointLight".to_string();
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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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example_text.single_mut().sections[5].value = "DirectionalLight".to_string();
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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_light_position(
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input: Res<ButtonInput<KeyCode>>,
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mut lights: Query<&mut Transform, With<Lights>>,
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mut example_text: Query<&mut Text>,
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) {
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let mut offset = Vec3::ZERO;
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if input.just_pressed(KeyCode::ArrowLeft) {
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offset.x -= 1.0;
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}
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if input.just_pressed(KeyCode::ArrowRight) {
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offset.x += 1.0;
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}
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if input.just_pressed(KeyCode::ArrowUp) {
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offset.z -= 1.0;
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}
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if input.just_pressed(KeyCode::ArrowDown) {
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offset.z += 1.0;
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}
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if input.just_pressed(KeyCode::PageDown) {
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offset.y -= 1.0;
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}
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if input.just_pressed(KeyCode::PageUp) {
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offset.y += 1.0;
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}
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if offset != Vec3::ZERO {
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let mut example_text = example_text.single_mut();
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for mut light in &mut lights {
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light.translation += offset;
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light.look_at(Vec3::ZERO, Vec3::Y);
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example_text.sections[23].value = format!("{:.1},", light.translation.x);
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example_text.sections[24].value = format!(" {:.1},", light.translation.y);
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example_text.sections[25].value = format!(" {:.1}", light.translation.z);
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}
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}
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}
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fn cycle_filter_methods(
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input: Res<ButtonInput<KeyCode>>,
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mut filter_methods: Query<&mut ShadowFilteringMethod>,
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mut example_text: Query<&mut Text>,
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) {
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if input.just_pressed(KeyCode::KeyF) {
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for mut filter_method in &mut filter_methods {
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let filter_method_string;
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*filter_method = match *filter_method {
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ShadowFilteringMethod::Hardware2x2 => {
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filter_method_string = "Castano13".to_string();
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ShadowFilteringMethod::Castano13
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}
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ShadowFilteringMethod::Castano13 => {
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filter_method_string = "Jimenez14".to_string();
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ShadowFilteringMethod::Jimenez14
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}
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ShadowFilteringMethod::Jimenez14 => {
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filter_method_string = "Hardware2x2".to_string();
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ShadowFilteringMethod::Hardware2x2
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}
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};
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example_text.single_mut().sections[8].value = filter_method_string;
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}
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}
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}
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fn adjust_point_light_biases(
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input: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut PointLight>,
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mut example_text: Query<&mut Text>,
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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::Digit1) {
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light.shadow_depth_bias -= depth_bias_step_size;
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}
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if input.just_pressed(KeyCode::Digit2) {
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light.shadow_depth_bias += depth_bias_step_size;
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}
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if input.just_pressed(KeyCode::Digit3) {
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light.shadow_normal_bias -= normal_bias_step_size;
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}
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if input.just_pressed(KeyCode::Digit4) {
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light.shadow_normal_bias += normal_bias_step_size;
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}
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if input.just_pressed(KeyCode::KeyR) {
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light.shadow_depth_bias = PointLight::DEFAULT_SHADOW_DEPTH_BIAS;
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light.shadow_normal_bias = PointLight::DEFAULT_SHADOW_NORMAL_BIAS;
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}
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if input.just_pressed(KeyCode::KeyZ) {
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light.shadow_depth_bias = 0.0;
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light.shadow_normal_bias = 0.0;
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}
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example_text.single_mut().sections[11].value = format!("{:.2}", light.shadow_depth_bias);
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example_text.single_mut().sections[14].value = format!("{:.1}", light.shadow_normal_bias);
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}
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}
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fn adjust_directional_light_biases(
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input: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut DirectionalLight>,
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mut example_text: Query<&mut Text>,
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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::Digit5) {
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light.shadow_depth_bias -= depth_bias_step_size;
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}
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if input.just_pressed(KeyCode::Digit6) {
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light.shadow_depth_bias += depth_bias_step_size;
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}
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if input.just_pressed(KeyCode::Digit7) {
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light.shadow_normal_bias -= normal_bias_step_size;
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}
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if input.just_pressed(KeyCode::Digit8) {
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light.shadow_normal_bias += normal_bias_step_size;
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}
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if input.just_pressed(KeyCode::KeyR) {
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light.shadow_depth_bias = DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS;
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light.shadow_normal_bias = DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS;
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}
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if input.just_pressed(KeyCode::KeyZ) {
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light.shadow_depth_bias = 0.0;
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light.shadow_normal_bias = 0.0;
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}
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example_text.single_mut().sections[17].value = format!("{:.2}", light.shadow_depth_bias);
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example_text.single_mut().sections[20].value = format!("{:.1}", light.shadow_normal_bias);
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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::KeyW,
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key_back: KeyCode::KeyS,
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key_left: KeyCode::KeyA,
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key_right: KeyCode::KeyD,
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key_up: KeyCode::KeyE,
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key_down: KeyCode::KeyQ,
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key_run: KeyCode::ShiftLeft,
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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<ButtonInput<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.read() {
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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;
|
|
}
|
|
|
|
// Apply movement update
|
|
if axis_input != Vec3::ZERO {
|
|
let max_speed = if key_input.pressed(options.key_run) {
|
|
options.run_speed
|
|
} else {
|
|
options.walk_speed
|
|
};
|
|
options.velocity = axis_input.normalize() * max_speed;
|
|
} else {
|
|
let friction = options.friction.clamp(0.0, 1.0);
|
|
options.velocity *= 1.0 - friction;
|
|
if options.velocity.length_squared() < 1e-6 {
|
|
options.velocity = Vec3::ZERO;
|
|
}
|
|
}
|
|
let forward = transform.forward();
|
|
let right = transform.right();
|
|
transform.translation += options.velocity.x * dt * right
|
|
+ options.velocity.y * dt * Vec3::Y
|
|
+ options.velocity.z * dt * forward;
|
|
|
|
if mouse_delta != Vec2::ZERO {
|
|
// Apply look update
|
|
options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
|
|
.clamp(-PI / 2., PI / 2.);
|
|
options.yaw -= mouse_delta.x * options.sensitivity * dt;
|
|
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
|
|
}
|
|
}
|
|
}
|