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https://github.com/bevyengine/bevy
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c7791ad9b3
# Objective This PR reorganizes majority of the scene viewer example into a module of plugins which then allows reuse of functionality among new or existing examples. In addition, this enables the scene viewer to be more succinct and showcase the distinct cases of camera control and scene control. This work is to support future work in organization and future examples. A more complicated 3D scene example has been requested by the community (#6551) which requests functionality currently included in scene_viewer, but previously inaccessible. The future example can now just utilize the two plugins created here. The existing example [animated_fox example] can utilize the scene creation and animation control functionality of `SceneViewerPlugin`. ## Solution - Created a `scene_viewer` module inside the `tools` example folder. - Created two plugins: `SceneViewerPlugin` (gltf scene loading, animation control, camera tracking control, light control) and `CameraControllerPlugin` (controllable camera). - Original `scene_viewer.rs` moved to `scene_viewer/main.rs` and now utilizes the two plugins.
314 lines
10 KiB
Rust
314 lines
10 KiB
Rust
//! A glTF scene viewer plugin. Provides controls for animation, directional lighting, and switching between scene cameras.
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//! To use in your own application:
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//! - Copy the code for the `SceneViewerPlugin` and add the plugin to your App.
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//! - Insert an initalized `SceneHandle` resource into your App's `AssetServer`.
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use bevy::{asset::LoadState, gltf::Gltf, prelude::*, scene::InstanceId};
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use std::f32::consts::*;
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use std::fmt;
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use super::camera_controller_plugin::*;
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#[derive(Resource)]
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pub struct SceneHandle {
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gltf_handle: Handle<Gltf>,
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scene_index: usize,
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#[cfg(feature = "animation")]
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animations: Vec<Handle<AnimationClip>>,
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instance_id: Option<InstanceId>,
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pub is_loaded: bool,
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pub has_light: bool,
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}
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impl SceneHandle {
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pub fn new(gltf_handle: Handle<Gltf>, scene_index: usize) -> Self {
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Self {
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gltf_handle,
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scene_index,
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#[cfg(feature = "animation")]
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animations: Vec::new(),
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instance_id: None,
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is_loaded: false,
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has_light: false,
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}
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}
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}
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impl fmt::Display for SceneHandle {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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write!(
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f,
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"
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Scene Controls:
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L - animate light direction
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U - toggle shadows
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C - cycle through the camera controller and any cameras loaded from the scene
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5/6 - decrease/increase shadow projection width
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7/8 - decrease/increase shadow projection height
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9/0 - decrease/increase shadow projection near/far
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Space - Play/Pause animation
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Enter - Cycle through animations
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"
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)
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}
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}
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pub struct SceneViewerPlugin;
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impl Plugin for SceneViewerPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<CameraTracker>()
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.add_system_to_stage(CoreStage::PreUpdate, scene_load_check)
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.add_system(update_lights)
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.add_system(camera_tracker);
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#[cfg(feature = "animation")]
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app.add_system(start_animation)
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.add_system(keyboard_animation_control);
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}
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}
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fn scene_load_check(
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asset_server: Res<AssetServer>,
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mut scenes: ResMut<Assets<Scene>>,
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gltf_assets: ResMut<Assets<Gltf>>,
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mut scene_handle: ResMut<SceneHandle>,
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mut scene_spawner: ResMut<SceneSpawner>,
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) {
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match scene_handle.instance_id {
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None => {
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if asset_server.get_load_state(&scene_handle.gltf_handle) == LoadState::Loaded {
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let gltf = gltf_assets.get(&scene_handle.gltf_handle).unwrap();
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if gltf.scenes.len() > 1 {
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info!(
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"Displaying scene {} out of {}",
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scene_handle.scene_index,
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gltf.scenes.len()
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);
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info!("You can select the scene by adding '#Scene' followed by a number to the end of the file path (e.g '#Scene1' to load the second scene).");
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}
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let gltf_scene_handle =
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gltf.scenes
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.get(scene_handle.scene_index)
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.unwrap_or_else(|| {
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panic!(
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"glTF file doesn't contain scene {}!",
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scene_handle.scene_index
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)
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});
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let scene = scenes.get_mut(gltf_scene_handle).unwrap();
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let mut query = scene
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.world
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.query::<(Option<&DirectionalLight>, Option<&PointLight>)>();
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scene_handle.has_light =
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query
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.iter(&scene.world)
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.any(|(maybe_directional_light, maybe_point_light)| {
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maybe_directional_light.is_some() || maybe_point_light.is_some()
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});
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scene_handle.instance_id =
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Some(scene_spawner.spawn(gltf_scene_handle.clone_weak()));
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#[cfg(feature = "animation")]
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{
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scene_handle.animations = gltf.animations.clone();
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if !scene_handle.animations.is_empty() {
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info!(
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"Found {} animation{}",
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scene_handle.animations.len(),
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if scene_handle.animations.len() == 1 {
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""
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} else {
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"s"
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}
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);
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}
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}
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info!("Spawning scene...");
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}
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}
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Some(instance_id) if !scene_handle.is_loaded => {
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if scene_spawner.instance_is_ready(instance_id) {
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info!("...done!");
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scene_handle.is_loaded = true;
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}
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}
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Some(_) => {}
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}
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}
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#[cfg(feature = "animation")]
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fn start_animation(
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mut player: Query<&mut AnimationPlayer>,
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mut done: Local<bool>,
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scene_handle: Res<SceneHandle>,
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) {
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if !*done {
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if let Ok(mut player) = player.get_single_mut() {
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if let Some(animation) = scene_handle.animations.first() {
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player.play(animation.clone_weak()).repeat();
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*done = true;
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}
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}
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}
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}
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#[cfg(feature = "animation")]
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fn keyboard_animation_control(
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keyboard_input: Res<Input<KeyCode>>,
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mut animation_player: Query<&mut AnimationPlayer>,
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scene_handle: Res<SceneHandle>,
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mut current_animation: Local<usize>,
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mut changing: Local<bool>,
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) {
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if scene_handle.animations.is_empty() {
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return;
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}
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if let Ok(mut player) = animation_player.get_single_mut() {
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if keyboard_input.just_pressed(KeyCode::Space) {
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if player.is_paused() {
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player.resume();
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} else {
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player.pause();
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}
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}
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if *changing {
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// change the animation the frame after return was pressed
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*current_animation = (*current_animation + 1) % scene_handle.animations.len();
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player
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.play(scene_handle.animations[*current_animation].clone_weak())
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.repeat();
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*changing = false;
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}
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if keyboard_input.just_pressed(KeyCode::Return) {
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// delay the animation change for one frame
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*changing = true;
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// set the current animation to its start and pause it to reset to its starting state
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player.set_elapsed(0.0).pause();
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}
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}
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}
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const SCALE_STEP: f32 = 0.1;
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fn update_lights(
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key_input: Res<Input<KeyCode>>,
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time: Res<Time>,
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mut query: Query<(&mut Transform, &mut DirectionalLight)>,
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mut animate_directional_light: Local<bool>,
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) {
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let mut projection_adjustment = Vec3::ONE;
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if key_input.just_pressed(KeyCode::Key5) {
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projection_adjustment.x -= SCALE_STEP;
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} else if key_input.just_pressed(KeyCode::Key6) {
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projection_adjustment.x += SCALE_STEP;
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} else if key_input.just_pressed(KeyCode::Key7) {
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projection_adjustment.y -= SCALE_STEP;
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} else if key_input.just_pressed(KeyCode::Key8) {
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projection_adjustment.y += SCALE_STEP;
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} else if key_input.just_pressed(KeyCode::Key9) {
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projection_adjustment.z -= SCALE_STEP;
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} else if key_input.just_pressed(KeyCode::Key0) {
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projection_adjustment.z += SCALE_STEP;
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}
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for (_, mut light) in &mut query {
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light.shadow_projection.left *= projection_adjustment.x;
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light.shadow_projection.right *= projection_adjustment.x;
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light.shadow_projection.bottom *= projection_adjustment.y;
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light.shadow_projection.top *= projection_adjustment.y;
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light.shadow_projection.near *= projection_adjustment.z;
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light.shadow_projection.far *= projection_adjustment.z;
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if key_input.just_pressed(KeyCode::U) {
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light.shadows_enabled = !light.shadows_enabled;
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}
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}
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if key_input.just_pressed(KeyCode::L) {
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*animate_directional_light = !*animate_directional_light;
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}
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if *animate_directional_light {
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for (mut transform, _) in &mut query {
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transform.rotation = Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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time.elapsed_seconds() * PI / 15.0,
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-FRAC_PI_4,
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);
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}
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}
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}
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#[derive(Resource, Default)]
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struct CameraTracker {
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active_index: Option<usize>,
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cameras: Vec<Entity>,
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}
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impl CameraTracker {
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fn track_camera(&mut self, entity: Entity) -> bool {
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self.cameras.push(entity);
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if self.active_index.is_none() {
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self.active_index = Some(self.cameras.len() - 1);
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true
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} else {
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false
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}
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}
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fn active_camera(&self) -> Option<Entity> {
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self.active_index.map(|i| self.cameras[i])
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}
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fn set_next_active(&mut self) -> Option<Entity> {
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let active_index = self.active_index?;
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let new_i = (active_index + 1) % self.cameras.len();
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self.active_index = Some(new_i);
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Some(self.cameras[new_i])
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}
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}
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fn camera_tracker(
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mut camera_tracker: ResMut<CameraTracker>,
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keyboard_input: Res<Input<KeyCode>>,
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mut queries: ParamSet<(
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Query<(Entity, &mut Camera), (Added<Camera>, Without<CameraController>)>,
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Query<(Entity, &mut Camera), (Added<Camera>, With<CameraController>)>,
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Query<&mut Camera>,
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)>,
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) {
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// track added scene camera entities first, to ensure they are preferred for the
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// default active camera
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for (entity, mut camera) in queries.p0().iter_mut() {
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camera.is_active = camera_tracker.track_camera(entity);
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}
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// iterate added custom camera entities second
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for (entity, mut camera) in queries.p1().iter_mut() {
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camera.is_active = camera_tracker.track_camera(entity);
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}
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if keyboard_input.just_pressed(KeyCode::C) {
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// disable currently active camera
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if let Some(e) = camera_tracker.active_camera() {
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if let Ok(mut camera) = queries.p2().get_mut(e) {
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camera.is_active = false;
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}
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}
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// enable next active camera
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if let Some(e) = camera_tracker.set_next_active() {
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if let Ok(mut camera) = queries.p2().get_mut(e) {
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camera.is_active = true;
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}
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}
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}
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}
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