# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			265 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			265 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example showcases a 3D first-person camera.
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//!
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//! The setup presented here is a very common way of organizing a first-person game
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//! where the player can see their own arms. We use two industry terms to differentiate
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//! the kinds of models we have:
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//!
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//! - The *view model* is the model that represents the player's body.
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//! - The *world model* is everything else.
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//!
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//! ## Motivation
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//!
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//! The reason for this distinction is that these two models should be rendered with different field of views (FOV).
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//! The view model is typically designed and animated with a very specific FOV in mind, so it is
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//! generally *fixed* and cannot be changed by a player. The world model, on the other hand, should
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//! be able to change its FOV to accommodate the player's preferences for the following reasons:
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//! - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help.
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//! - *Tactical preference*: Does the player want to see more of the battlefield?
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//!     Or have a more zoomed-in view for precision aiming?
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//! - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV?
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//!     Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen?
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//!
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//! ## Implementation
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//!
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//! The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed
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//! FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player.
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//!
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//! We use different `RenderLayers` to select what to render.
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//!
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//! - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0.
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//!     All static objects in the scene are also on layer 0 for the same reason.
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//! - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects
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//!     explicitly assigned to layer 1. The arm of the player is one such object.
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//!     The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model.
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//! - The light source in the scene must illuminate both the view model and the world model, so it is
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//!     assigned to both layers 0 and 1.
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//!
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//! ## Controls
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//!
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//! | Key Binding          | Action        |
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//! |:---------------------|:--------------|
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//! | mouse                | Look around   |
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//! | arrow up             | Decrease FOV  |
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//! | arrow down           | Increase FOV  |
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use std::f32::consts::FRAC_PI_2;
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use bevy::{
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    color::palettes::tailwind, input::mouse::AccumulatedMouseMotion, pbr::NotShadowCaster,
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    prelude::*, render::view::RenderLayers,
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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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        .add_systems(
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            Startup,
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            (
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                spawn_view_model,
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                spawn_world_model,
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                spawn_lights,
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                spawn_text,
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            ),
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        )
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        .add_systems(Update, (move_player, change_fov))
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        .run();
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}
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#[derive(Debug, Component)]
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struct Player;
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#[derive(Debug, Component, Deref, DerefMut)]
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struct CameraSensitivity(Vec2);
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impl Default for CameraSensitivity {
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    fn default() -> Self {
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        Self(
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            // These factors are just arbitrary mouse sensitivity values.
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            // It's often nicer to have a faster horizontal sensitivity than vertical.
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            // We use a component for them so that we can make them user-configurable at runtime
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            // for accessibility reasons.
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            // It also allows you to inspect them in an editor if you `Reflect` the component.
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            Vec2::new(0.003, 0.002),
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        )
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    }
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}
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#[derive(Debug, Component)]
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struct WorldModelCamera;
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/// Used implicitly by all entities without a `RenderLayers` component.
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/// Our world model camera and all objects other than the player are on this layer.
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/// The light source belongs to both layers.
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const DEFAULT_RENDER_LAYER: usize = 0;
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/// Used by the view model camera and the player's arm.
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/// The light source belongs to both layers.
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const VIEW_MODEL_RENDER_LAYER: usize = 1;
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fn spawn_view_model(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    let arm = meshes.add(Cuboid::new(0.1, 0.1, 0.5));
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    let arm_material = materials.add(Color::from(tailwind::TEAL_200));
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    commands
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        .spawn((
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            Player,
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            CameraSensitivity::default(),
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            Transform::from_xyz(0.0, 1.0, 0.0),
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            Visibility::default(),
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        ))
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        .with_children(|parent| {
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            parent.spawn((
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                WorldModelCamera,
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                Camera3d::default(),
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                Projection::from(PerspectiveProjection {
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                    fov: 90.0_f32.to_radians(),
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                    ..default()
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                }),
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            ));
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            // Spawn view model camera.
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            parent.spawn((
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                Camera3d::default(),
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                Camera {
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                    // Bump the order to render on top of the world model.
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                    order: 1,
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                    ..default()
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                },
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                Projection::from(PerspectiveProjection {
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                    fov: 70.0_f32.to_radians(),
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                    ..default()
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                }),
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                // Only render objects belonging to the view model.
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                RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
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            ));
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            // Spawn the player's right arm.
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            parent.spawn((
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                Mesh3d(arm),
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                MeshMaterial3d(arm_material),
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                Transform::from_xyz(0.2, -0.1, -0.25),
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                // Ensure the arm is only rendered by the view model camera.
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                RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
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                // The arm is free-floating, so shadows would look weird.
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                NotShadowCaster,
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            ));
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        });
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}
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fn spawn_world_model(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    let floor = meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(10.0)));
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    let cube = meshes.add(Cuboid::new(2.0, 0.5, 1.0));
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    let material = materials.add(Color::WHITE);
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    // The world model camera will render the floor and the cubes spawned in this system.
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    // Assigning no `RenderLayers` component defaults to layer 0.
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    commands.spawn((Mesh3d(floor), MeshMaterial3d(material.clone())));
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    commands.spawn((
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        Mesh3d(cube.clone()),
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        MeshMaterial3d(material.clone()),
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        Transform::from_xyz(0.0, 0.25, -3.0),
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    ));
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    commands.spawn((
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        Mesh3d(cube),
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        MeshMaterial3d(material),
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        Transform::from_xyz(0.75, 1.75, 0.0),
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    ));
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}
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fn spawn_lights(mut commands: Commands) {
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    commands.spawn((
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        PointLight {
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            color: Color::from(tailwind::ROSE_300),
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            shadows_enabled: true,
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            ..default()
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        },
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        Transform::from_xyz(-2.0, 4.0, -0.75),
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        // The light source illuminates both the world model and the view model.
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        RenderLayers::from_layers(&[DEFAULT_RENDER_LAYER, VIEW_MODEL_RENDER_LAYER]),
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    ));
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}
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fn spawn_text(mut commands: Commands) {
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    commands
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        .spawn(Node {
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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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        .with_child(Text::new(concat!(
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            "Move the camera with your mouse.\n",
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            "Press arrow up to decrease the FOV of the world model.\n",
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            "Press arrow down to increase the FOV of the world model."
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        )));
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}
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fn move_player(
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    accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
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    mut player: Query<(&mut Transform, &CameraSensitivity), With<Player>>,
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) {
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    let Ok((mut transform, camera_sensitivity)) = player.get_single_mut() else {
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        return;
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    };
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    let delta = accumulated_mouse_motion.delta;
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    if delta != Vec2::ZERO {
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        // Note that we are not multiplying by delta_time here.
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        // The reason is that for mouse movement, we already get the full movement that happened since the last frame.
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        // This means that if we multiply by delta_time, we will get a smaller rotation than intended by the user.
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        // This situation is reversed when reading e.g. analog input from a gamepad however, where the same rules
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        // as for keyboard input apply. Such an input should be multiplied by delta_time to get the intended rotation
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        // independent of the framerate.
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        let delta_yaw = -delta.x * camera_sensitivity.x;
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        let delta_pitch = -delta.y * camera_sensitivity.y;
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        let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
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        let yaw = yaw + delta_yaw;
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        // If the pitch was ±¹⁄₂ π, the camera would look straight up or down.
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        // When the user wants to move the camera back to the horizon, which way should the camera face?
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        // The camera has no way of knowing what direction was "forward" before landing in that extreme position,
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        // so the direction picked will for all intents and purposes be arbitrary.
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        // Another issue is that for mathematical reasons, the yaw will effectively be flipped when the pitch is at the extremes.
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        // To not run into these issues, we clamp the pitch to a safe range.
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        const PITCH_LIMIT: f32 = FRAC_PI_2 - 0.01;
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        let pitch = (pitch + delta_pitch).clamp(-PITCH_LIMIT, PITCH_LIMIT);
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        transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
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    }
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}
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fn change_fov(
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    input: Res<ButtonInput<KeyCode>>,
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    mut world_model_projection: Query<&mut Projection, With<WorldModelCamera>>,
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) {
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    let Ok(mut projection) = world_model_projection.get_single_mut() else {
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        return;
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    };
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    let Projection::Perspective(ref mut perspective) = projection.as_mut() else {
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        unreachable!(
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            "The `Projection` component was explicitly built with `Projection::Perspective`"
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        );
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    };
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    if input.pressed(KeyCode::ArrowUp) {
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        perspective.fov -= 1.0_f32.to_radians();
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        perspective.fov = perspective.fov.max(20.0_f32.to_radians());
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    }
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    if input.pressed(KeyCode::ArrowDown) {
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        perspective.fov += 1.0_f32.to_radians();
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        perspective.fov = perspective.fov.min(160.0_f32.to_radians());
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    }
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}
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