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use bevy::{ |
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color::palettes::css::RED, |
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core_pipeline::tonemapping::Tonemapping, |
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light::Skybox, |
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light::{FogVolume, VolumetricFog, VolumetricLight}, |
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math::vec3, |
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post_process::bloom::Bloom, |
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prelude::*, |
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}; |
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|
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const DIRECTIONAL_LIGHT_MOVEMENT_SPEED: f32 = 0.02; |
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|
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#[derive(Resource)] |
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struct AppSettings { |
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|
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volumetric_spotlight: bool, |
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|
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volumetric_pointlight: bool, |
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} |
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|
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impl Default for AppSettings { |
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fn default() -> Self { |
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Self { |
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volumetric_spotlight: true, |
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volumetric_pointlight: 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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#[derive(Component)] |
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struct MoveBackAndForthHorizontally { |
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min_x: f32, |
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max_x: f32, |
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speed: f32, |
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} |
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|
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fn main() { |
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App::new() |
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.add_plugins(DefaultPlugins) |
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.insert_resource(ClearColor(Color::Srgba(Srgba { |
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red: 0.02, |
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green: 0.02, |
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blue: 0.02, |
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alpha: 1.0, |
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}))) |
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.insert_resource(GlobalAmbientLight::NONE) |
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.init_resource::<AppSettings>() |
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.add_systems(Startup, setup) |
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.add_systems(Update, tweak_scene) |
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.add_systems(Update, (move_directional_light, move_point_light)) |
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.add_systems(Update, adjust_app_settings) |
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.run(); |
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} |
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|
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|
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) { |
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commands.spawn(WorldAssetRoot(asset_server.load( |
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GltfAssetLabel::Scene(0).from_asset("models/VolumetricFogExample/VolumetricFogExample.glb"), |
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))); |
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|
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commands |
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.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(-1.7, 1.5, 4.5).looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y), |
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Tonemapping::TonyMcMapface, |
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Bloom::default(), |
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)) |
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.insert(Skybox { |
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image: Some(asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2")), |
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brightness: 1000.0, |
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..default() |
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}) |
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.insert(VolumetricFog { |
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|
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ambient_intensity: 0.0, |
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..default() |
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}); |
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|
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commands.spawn(( |
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Transform::from_xyz(-0.4, 1.9, 1.0), |
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PointLight { |
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shadow_maps_enabled: true, |
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range: 150.0, |
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color: RED.into(), |
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intensity: 10_000.0, |
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..default() |
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}, |
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VolumetricLight, |
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MoveBackAndForthHorizontally { |
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min_x: -1.93, |
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max_x: -0.4, |
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speed: -0.2, |
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}, |
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)); |
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commands.spawn(( |
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Transform::from_xyz(-1.8, 3.9, -2.7).looking_at(Vec3::ZERO, Vec3::Y), |
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SpotLight { |
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intensity: 50_000.0, |
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color: Color::WHITE, |
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shadow_maps_enabled: true, |
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inner_angle: 0.76, |
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outer_angle: 0.94, |
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..default() |
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}, |
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VolumetricLight, |
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)); |
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|
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|
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commands.spawn(( |
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FogVolume::default(), |
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Transform::from_scale(Vec3::splat(35.0)), |
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)); |
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|
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|
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commands.spawn(( |
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create_text(&app_settings), |
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Node { |
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position_type: PositionType::Absolute, |
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top: px(12), |
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left: px(12), |
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..default() |
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}, |
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)); |
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} |
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|
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fn create_text(app_settings: &AppSettings) -> Text { |
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format!( |
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"{}\n{}\n{}", |
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"Press WASD or the arrow keys to change the direction of the directional light", |
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if app_settings.volumetric_pointlight { |
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"Press P to turn volumetric point light off" |
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} else { |
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"Press P to turn volumetric point light on" |
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}, |
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if app_settings.volumetric_spotlight { |
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"Press L to turn volumetric spot light off" |
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} else { |
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"Press L to turn volumetric spot light on" |
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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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|
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|
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fn tweak_scene( |
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mut commands: Commands, |
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mut lights: Query<(Entity, &mut DirectionalLight), Changed<DirectionalLight>>, |
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) { |
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for (light, mut directional_light) in lights.iter_mut() { |
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|
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directional_light.shadow_maps_enabled = true; |
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commands.entity(light).insert(VolumetricLight); |
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} |
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} |
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|
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|
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fn move_directional_light( |
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input: Res<ButtonInput<KeyCode>>, |
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mut directional_lights: Query<&mut Transform, With<DirectionalLight>>, |
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) { |
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let mut delta_theta = Vec2::ZERO; |
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if input.pressed(KeyCode::KeyW) || input.pressed(KeyCode::ArrowUp) { |
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delta_theta.y += DIRECTIONAL_LIGHT_MOVEMENT_SPEED; |
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} |
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if input.pressed(KeyCode::KeyS) || input.pressed(KeyCode::ArrowDown) { |
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delta_theta.y -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED; |
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} |
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if input.pressed(KeyCode::KeyA) || input.pressed(KeyCode::ArrowLeft) { |
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delta_theta.x += DIRECTIONAL_LIGHT_MOVEMENT_SPEED; |
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} |
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if input.pressed(KeyCode::KeyD) || input.pressed(KeyCode::ArrowRight) { |
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delta_theta.x -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED; |
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} |
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|
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if delta_theta == Vec2::ZERO { |
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return; |
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} |
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|
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let delta_quat = Quat::from_euler(EulerRot::XZY, delta_theta.y, 0.0, delta_theta.x); |
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for mut transform in directional_lights.iter_mut() { |
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transform.rotate(delta_quat); |
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} |
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} |
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|
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|
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fn move_point_light( |
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timer: Res<Time>, |
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mut objects: Query<(&mut Transform, &mut MoveBackAndForthHorizontally)>, |
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) { |
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for (mut transform, mut move_data) in objects.iter_mut() { |
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let mut translation = transform.translation; |
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let mut need_toggle = false; |
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translation.x += move_data.speed * timer.delta_secs(); |
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if translation.x > move_data.max_x { |
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translation.x = move_data.max_x; |
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need_toggle = true; |
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} else if translation.x < move_data.min_x { |
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translation.x = move_data.min_x; |
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need_toggle = true; |
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} |
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if need_toggle { |
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move_data.speed = -move_data.speed; |
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} |
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transform.translation = translation; |
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} |
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} |
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|
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|
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fn adjust_app_settings( |
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mut commands: Commands, |
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keyboard_input: Res<ButtonInput<KeyCode>>, |
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mut app_settings: ResMut<AppSettings>, |
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mut point_lights: Query<Entity, With<PointLight>>, |
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mut spot_lights: Query<Entity, With<SpotLight>>, |
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mut text: Query<&mut Text>, |
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) { |
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|
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|
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let mut any_changes = false; |
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|
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|
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if keyboard_input.just_pressed(KeyCode::KeyP) { |
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app_settings.volumetric_pointlight = !app_settings.volumetric_pointlight; |
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any_changes = true; |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::KeyL) { |
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app_settings.volumetric_spotlight = !app_settings.volumetric_spotlight; |
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any_changes = true; |
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} |
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if !any_changes { |
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return; |
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} |
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|
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for point_light in point_lights.iter_mut() { |
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if app_settings.volumetric_pointlight { |
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commands.entity(point_light).insert(VolumetricLight); |
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} else { |
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commands.entity(point_light).remove::<VolumetricLight>(); |
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} |
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} |
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for spot_light in spot_lights.iter_mut() { |
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if app_settings.volumetric_spotlight { |
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commands.entity(spot_light).insert(VolumetricLight); |
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} else { |
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commands.entity(spot_light).remove::<VolumetricLight>(); |
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} |
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} |
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|
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|
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for mut text in text.iter_mut() { |
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*text = create_text(&app_settings); |
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} |
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} |