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https://github.com/bevyengine/bevy
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c2c19e5ae4
**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
322 lines
10 KiB
Rust
322 lines
10 KiB
Rust
//! Demonstrates visibility ranges, also known as HLODs.
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use std::f32::consts::PI;
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use bevy::{
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input::mouse::MouseWheel,
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math::vec3,
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pbr::{light_consts::lux::FULL_DAYLIGHT, CascadeShadowConfigBuilder},
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prelude::*,
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render::view::VisibilityRange,
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};
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// Where the camera is focused.
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const CAMERA_FOCAL_POINT: Vec3 = vec3(0.0, 0.3, 0.0);
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// Speed in units per frame.
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const CAMERA_KEYBOARD_ZOOM_SPEED: f32 = 0.05;
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// Speed in radians per frame.
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const CAMERA_KEYBOARD_PAN_SPEED: f32 = 0.01;
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// Speed in units per frame.
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const CAMERA_MOUSE_MOVEMENT_SPEED: f32 = 0.25;
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// The minimum distance that the camera is allowed to be from the model.
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const MIN_ZOOM_DISTANCE: f32 = 0.5;
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// The visibility ranges for high-poly and low-poly models respectively, when
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// both models are being shown.
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static NORMAL_VISIBILITY_RANGE_HIGH_POLY: VisibilityRange = VisibilityRange {
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start_margin: 0.0..0.0,
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end_margin: 3.0..4.0,
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};
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static NORMAL_VISIBILITY_RANGE_LOW_POLY: VisibilityRange = VisibilityRange {
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start_margin: 3.0..4.0,
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end_margin: 8.0..9.0,
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};
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// A visibility model that we use to always show a model (until the camera is so
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// far zoomed out that it's culled entirely).
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static SINGLE_MODEL_VISIBILITY_RANGE: VisibilityRange = VisibilityRange {
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start_margin: 0.0..0.0,
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end_margin: 8.0..9.0,
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};
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// A visibility range that we use to completely hide a model.
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static INVISIBLE_VISIBILITY_RANGE: VisibilityRange = VisibilityRange {
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start_margin: 0.0..0.0,
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end_margin: 0.0..0.0,
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};
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// Allows us to identify the main model.
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#[derive(Component, Debug, Clone, Copy, PartialEq)]
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enum MainModel {
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// The high-poly version.
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HighPoly,
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// The low-poly version.
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LowPoly,
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}
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// The current mode.
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#[derive(Default, Resource)]
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struct AppStatus {
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// Whether to show only one model.
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show_one_model_only: Option<MainModel>,
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}
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// Sets up the app.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Visibility Range Example".into(),
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..default()
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}),
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..default()
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}))
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.init_resource::<AppStatus>()
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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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move_camera,
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set_visibility_ranges,
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update_help_text,
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update_mode,
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),
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)
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.run();
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}
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// Set up a simple 3D scene. Load the two meshes.
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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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asset_server: Res<AssetServer>,
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app_status: Res<AppStatus>,
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) {
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// Spawn a plane.
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.1, 0.2, 0.1))),
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));
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// Spawn the two HLODs.
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commands.spawn((
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SceneRoot(
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asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
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),
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MainModel::HighPoly,
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));
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commands.spawn((
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SceneRoot(
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asset_server.load(
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GltfAssetLabel::Scene(0)
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.from_asset("models/FlightHelmetLowPoly/FlightHelmetLowPoly.gltf"),
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),
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),
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MainModel::LowPoly,
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));
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// Spawn a light.
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commands.spawn((
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DirectionalLight {
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illuminance: FULL_DAYLIGHT,
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shadows_enabled: true,
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..default()
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},
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
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CascadeShadowConfigBuilder {
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maximum_distance: 30.0,
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first_cascade_far_bound: 0.9,
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..default()
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}
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.build(),
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));
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// Spawn a camera.
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commands
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.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.7, 0.7, 1.0).looking_at(CAMERA_FOCAL_POINT, Vec3::Y),
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))
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.insert(EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 150.0,
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..default()
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});
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// Create the text.
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commands.spawn((
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app_status.create_text(),
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Style {
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position_type: PositionType::Absolute,
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bottom: 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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// We need to add the `VisibilityRange` components manually, as glTF currently
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// has no way to specify visibility ranges. This system watches for new meshes,
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// determines which `Scene` they're under, and adds the `VisibilityRange`
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// component as appropriate.
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fn set_visibility_ranges(
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mut commands: Commands,
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mut new_meshes: Query<Entity, Added<Mesh3d>>,
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parents: Query<(Option<&Parent>, Option<&MainModel>)>,
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) {
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// Loop over each newly-added mesh.
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for new_mesh in new_meshes.iter_mut() {
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// Search for the nearest ancestor `MainModel` component.
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let (mut current, mut main_model) = (new_mesh, None);
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while let Ok((parent, maybe_main_model)) = parents.get(current) {
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if let Some(model) = maybe_main_model {
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main_model = Some(model);
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break;
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}
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match parent {
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Some(parent) => current = **parent,
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None => break,
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}
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}
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// Add the `VisibilityRange` component.
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match main_model {
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Some(MainModel::HighPoly) => {
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commands
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.entity(new_mesh)
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.insert(NORMAL_VISIBILITY_RANGE_HIGH_POLY.clone())
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.insert(MainModel::HighPoly);
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}
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Some(MainModel::LowPoly) => {
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commands
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.entity(new_mesh)
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.insert(NORMAL_VISIBILITY_RANGE_LOW_POLY.clone())
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.insert(MainModel::LowPoly);
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}
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None => {}
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}
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}
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}
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// Process the movement controls.
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fn move_camera(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut mouse_wheel_events: EventReader<MouseWheel>,
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mut cameras: Query<&mut Transform, With<Camera3d>>,
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) {
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let (mut zoom_delta, mut theta_delta) = (0.0, 0.0);
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// Process zoom in and out via the keyboard.
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if keyboard_input.pressed(KeyCode::KeyW) || keyboard_input.pressed(KeyCode::ArrowUp) {
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zoom_delta -= CAMERA_KEYBOARD_ZOOM_SPEED;
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} else if keyboard_input.pressed(KeyCode::KeyS) || keyboard_input.pressed(KeyCode::ArrowDown) {
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zoom_delta += CAMERA_KEYBOARD_ZOOM_SPEED;
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}
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// Process left and right pan via the keyboard.
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if keyboard_input.pressed(KeyCode::KeyA) || keyboard_input.pressed(KeyCode::ArrowLeft) {
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theta_delta -= CAMERA_KEYBOARD_PAN_SPEED;
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} else if keyboard_input.pressed(KeyCode::KeyD) || keyboard_input.pressed(KeyCode::ArrowRight) {
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theta_delta += CAMERA_KEYBOARD_PAN_SPEED;
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}
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// Process zoom in and out via the mouse wheel.
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for event in mouse_wheel_events.read() {
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zoom_delta -= event.y * CAMERA_MOUSE_MOVEMENT_SPEED;
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}
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// Update the camera transform.
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for transform in cameras.iter_mut() {
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let transform = transform.into_inner();
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let direction = transform.translation.normalize_or_zero();
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let magnitude = transform.translation.length();
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let new_direction = Mat3::from_rotation_y(theta_delta) * direction;
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let new_magnitude = (magnitude + zoom_delta).max(MIN_ZOOM_DISTANCE);
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transform.translation = new_direction * new_magnitude;
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transform.look_at(CAMERA_FOCAL_POINT, Vec3::Y);
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}
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}
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// Toggles modes if the user requests.
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fn update_mode(
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mut meshes: Query<(&mut VisibilityRange, &MainModel)>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut app_status: ResMut<AppStatus>,
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) {
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// Toggle the mode as requested.
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if keyboard_input.just_pressed(KeyCode::Digit1) || keyboard_input.just_pressed(KeyCode::Numpad1)
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{
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app_status.show_one_model_only = None;
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} else if keyboard_input.just_pressed(KeyCode::Digit2)
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|| keyboard_input.just_pressed(KeyCode::Numpad2)
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{
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app_status.show_one_model_only = Some(MainModel::HighPoly);
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} else if keyboard_input.just_pressed(KeyCode::Digit3)
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|| keyboard_input.just_pressed(KeyCode::Numpad3)
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{
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app_status.show_one_model_only = Some(MainModel::LowPoly);
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} else {
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return;
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}
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// Update the visibility ranges as appropriate.
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for (mut visibility_range, main_model) in meshes.iter_mut() {
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*visibility_range = match (main_model, app_status.show_one_model_only) {
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(&MainModel::HighPoly, Some(MainModel::LowPoly))
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| (&MainModel::LowPoly, Some(MainModel::HighPoly)) => {
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INVISIBLE_VISIBILITY_RANGE.clone()
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}
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(&MainModel::HighPoly, Some(MainModel::HighPoly))
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| (&MainModel::LowPoly, Some(MainModel::LowPoly)) => {
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SINGLE_MODEL_VISIBILITY_RANGE.clone()
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}
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(&MainModel::HighPoly, None) => NORMAL_VISIBILITY_RANGE_HIGH_POLY.clone(),
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(&MainModel::LowPoly, None) => NORMAL_VISIBILITY_RANGE_LOW_POLY.clone(),
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}
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}
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}
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// A system that updates the help text.
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fn update_help_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
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for mut text in text_query.iter_mut() {
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*text = app_status.create_text();
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}
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}
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impl AppStatus {
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// Creates and returns help text reflecting the app status.
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fn create_text(&self) -> Text {
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format!(
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"\
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{} (1) Switch from high-poly to low-poly based on camera distance
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{} (2) Show only the high-poly model
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{} (3) Show only the low-poly model
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Press 1, 2, or 3 to switch which model is shown
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Press WASD or use the mouse wheel to move the camera",
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if self.show_one_model_only.is_none() {
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'>'
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} else {
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' '
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},
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if self.show_one_model_only == Some(MainModel::HighPoly) {
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'>'
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} else {
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' '
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},
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if self.show_one_model_only == Some(MainModel::LowPoly) {
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'>'
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} else {
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' '
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},
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)
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.into()
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}
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}
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