mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
738cd5e740
# Objective - Allow quick and easy testing of scenes ## Solution - Add a `scene-viewer` tool based on `load_gltf`. - Run it with e.g. `cargo run --release --example scene_viewer --features jpeg -- ../some/path/assets/models/Sponza/glTF/Sponza.gltf#Scene0` - Configure the asset path as pointing to the repo root for convenience (paths specified relative to current working directory) - Copy over the camera controller from the `shadow_biases` example - Support toggling the light animation - Support toggling shadows - Support adjusting the directional light shadow projection (cascaded shadow maps will remove the need for this later) I don't want to do too much on it up-front. Rather we can add features over time as we need them.
411 lines
14 KiB
Rust
411 lines
14 KiB
Rust
use bevy::{
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asset::{AssetServerSettings, LoadState},
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input::mouse::MouseMotion,
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math::Vec3A,
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prelude::*,
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render::{
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camera::{Camera2d, Camera3d, CameraProjection},
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primitives::{Aabb, Frustum, Sphere},
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},
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scene::InstanceId,
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};
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
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struct CameraControllerCheckSystem;
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fn main() {
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println!(
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"
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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 - animate light direction
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U - toggle shadows
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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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"
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);
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App::new()
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 1.0 / 5.0f32,
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})
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.insert_resource(AssetServerSettings {
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asset_folder: std::env::var("CARGO_MANIFEST_DIR").unwrap(),
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watch_for_changes: true,
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})
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.insert_resource(WindowDescriptor {
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title: "bevy scene viewer".to_string(),
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..default()
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})
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system_to_stage(CoreStage::PreUpdate, scene_load_check)
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.add_system_to_stage(CoreStage::PreUpdate, camera_spawn_check)
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.add_system(camera_controller_check.label(CameraControllerCheckSystem))
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.add_system(update_lights)
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.add_system(camera_controller.after(CameraControllerCheckSystem))
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.run();
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}
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struct SceneHandle {
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handle: Handle<Scene>,
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instance_id: Option<InstanceId>,
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is_loaded: bool,
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has_camera: bool,
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has_light: bool,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let scene_path = std::env::args().nth(1).map_or_else(
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|| "assets/models/FlightHelmet/FlightHelmet.gltf#Scene0".to_string(),
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|s| {
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if let Some(index) = s.find("#Scene") {
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if index + 6 < s.len() && s[index + 6..].chars().all(char::is_numeric) {
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return s;
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}
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return format!("{}#Scene0", &s[..index]);
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}
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format!("{}#Scene0", s)
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},
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);
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info!("Loading {}", scene_path);
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commands.insert_resource(SceneHandle {
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handle: asset_server.load(&scene_path),
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instance_id: None,
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is_loaded: false,
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has_camera: false,
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has_light: false,
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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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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 if asset_server.get_load_state(&scene_handle.handle) == LoadState::Loaded => {
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if let Some(scene) = scenes.get_mut(&scene_handle.handle) {
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let mut query = scene
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.world
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.query::<(Option<&Camera2d>, Option<&Camera3d>)>();
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scene_handle.has_camera =
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query
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.iter(&scene.world)
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.any(|(maybe_camera2d, maybe_camera3d)| {
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maybe_camera2d.is_some() || maybe_camera3d.is_some()
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});
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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(scene_handle.handle.clone_weak()));
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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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_ => {}
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}
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}
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fn camera_spawn_check(
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mut commands: Commands,
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mut scene_handle: ResMut<SceneHandle>,
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meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Handle<Mesh>>>,
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) {
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// If the scene did not contain a camera, find an approximate bounding box of the scene from
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// its meshes and spawn a camera that fits it in view
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if scene_handle.is_loaded && (!scene_handle.has_camera || !scene_handle.has_light) {
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if meshes.iter().any(|(_, maybe_aabb)| maybe_aabb.is_none()) {
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return;
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}
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let mut min = Vec3A::splat(f32::MAX);
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let mut max = Vec3A::splat(f32::MIN);
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for (transform, maybe_aabb) in meshes.iter() {
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let aabb = maybe_aabb.unwrap();
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// If the Aabb had not been rotated, applying the non-uniform scale would produce the
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// correct bounds. However, it could very well be rotated and so we first convert to
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// a Sphere, and then back to an Aabb to find the conservative min and max points.
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let sphere = Sphere {
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center: Vec3A::from(transform.mul_vec3(Vec3::from(aabb.center))),
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radius: (Vec3A::from(transform.scale) * aabb.half_extents).length(),
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};
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let aabb = Aabb::from(sphere);
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min = min.min(aabb.min());
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max = max.max(aabb.max());
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}
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let size = (max - min).length();
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let aabb = Aabb::from_min_max(Vec3::from(min), Vec3::from(max));
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if !scene_handle.has_camera {
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let transform = Transform::from_translation(
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Vec3::from(aabb.center) + size * Vec3::new(0.5, 0.25, 0.5),
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)
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.looking_at(Vec3::from(aabb.center), Vec3::Y);
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let view = transform.compute_matrix();
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let mut perspective_projection = PerspectiveProjection::default();
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perspective_projection.far = perspective_projection.far.max(size * 10.0);
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let view_projection = view.inverse() * perspective_projection.get_projection_matrix();
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let frustum = Frustum::from_view_projection(
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&view_projection,
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&transform.translation,
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&transform.back(),
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perspective_projection.far(),
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);
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info!("Spawning a 3D perspective camera");
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commands.spawn_bundle(PerspectiveCameraBundle {
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camera: Camera {
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near: perspective_projection.near,
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far: perspective_projection.far,
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..default()
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},
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perspective_projection,
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frustum,
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transform,
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..PerspectiveCameraBundle::new_3d()
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});
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scene_handle.has_camera = true;
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}
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if !scene_handle.has_light {
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// The same approach as above but now for the scene
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let sphere = Sphere {
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center: aabb.center,
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radius: aabb.half_extents.length(),
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};
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let aabb = Aabb::from(sphere);
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let min = aabb.min();
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let max = aabb.max();
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info!("Spawning a directional light");
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commands.spawn_bundle(DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadow_projection: OrthographicProjection {
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left: min.x,
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right: max.x,
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bottom: min.y,
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top: max.y,
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near: min.z,
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far: max.z,
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..default()
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},
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shadows_enabled: false,
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..default()
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},
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..default()
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});
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scene_handle.has_light = true;
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}
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}
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}
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fn camera_controller_check(
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mut commands: Commands,
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camera: Query<Entity, (With<Camera>, Without<CameraController>)>,
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mut found_camera: Local<bool>,
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) {
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if *found_camera {
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return;
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}
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if let Some(entity) = camera.iter().next() {
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commands.entity(entity).insert(CameraController::default());
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*found_camera = true;
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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 query.iter_mut() {
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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 query.iter_mut() {
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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.seconds_since_startup() as f32 * std::f32::consts::TAU / 30.0,
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-std::f32::consts::FRAC_PI_4,
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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 initialized: 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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initialized: false,
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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: 5.0,
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run_speed: 15.0,
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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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if let Ok((mut transform, mut options)) = query.get_single_mut() {
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if !options.initialized {
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let (_roll, yaw, pitch) = transform.rotation.to_euler(EulerRot::ZYX);
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options.yaw = yaw;
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options.pitch = pitch;
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options.initialized = true;
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}
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if !options.enabled {
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return;
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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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let (pitch, yaw) = (
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(options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt).clamp(
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-0.99 * std::f32::consts::FRAC_PI_2,
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0.99 * std::f32::consts::FRAC_PI_2,
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),
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options.yaw - mouse_delta.x * options.sensitivity * dt,
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);
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transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, yaw, pitch);
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options.pitch = pitch;
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options.yaw = yaw;
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}
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}
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}
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