# Objective Fix minor text formatting issue introduced in #15033 Before: <img width="1280" alt="image" src="https://github.com/user-attachments/assets/cec4302b-a7cf-4afb-82f8-7354fa5fea00"> After: <img width="1280" alt="image" src="https://github.com/user-attachments/assets/ab62e58b-e563-4250-842f-90bed3a153a1"> ## Solution Add explicit linebreaks and `\` to ignore indentation on following lines. ## Testing `cargo run --example irradiance_volumes`
		
			
				
	
	
		
			640 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			640 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example shows how irradiance volumes affect the indirect lighting of
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//! objects in a scene.
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//!
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//! The controls are as follows:
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//!
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//! * Space toggles the irradiance volume on and off.
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//!
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//! * Enter toggles the camera rotation on and off.
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//!
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//! * Tab switches the object between a plain sphere and a running fox.
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//!
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//! * Backspace shows and hides the voxel cubes.
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//!
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//! * Clicking anywhere moves the object.
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use bevy::{
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    color::palettes::css::*,
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    core_pipeline::Skybox,
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    math::{uvec3, vec3},
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    pbr::{
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        irradiance_volume::IrradianceVolume, ExtendedMaterial, MaterialExtension, NotShadowCaster,
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    },
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    prelude::*,
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    render::render_resource::{AsBindGroup, ShaderRef, ShaderType},
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    window::PrimaryWindow,
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/irradiance_volume_voxel_visualization.wgsl";
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// Rotation speed in radians per frame.
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const ROTATION_SPEED: f32 = 0.2;
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const FOX_SCALE: f32 = 0.05;
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const SPHERE_SCALE: f32 = 2.0;
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const IRRADIANCE_VOLUME_INTENSITY: f32 = 1800.0;
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const AMBIENT_LIGHT_BRIGHTNESS: f32 = 0.06;
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const VOXEL_CUBE_SCALE: f32 = 0.4;
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static DISABLE_IRRADIANCE_VOLUME_HELP_TEXT: &str = "Space: Disable the irradiance volume";
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static ENABLE_IRRADIANCE_VOLUME_HELP_TEXT: &str = "Space: Enable the irradiance volume";
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static HIDE_VOXELS_HELP_TEXT: &str = "Backspace: Hide the voxels";
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static SHOW_VOXELS_HELP_TEXT: &str = "Backspace: Show the voxels";
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static STOP_ROTATION_HELP_TEXT: &str = "Enter: Stop rotation";
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static START_ROTATION_HELP_TEXT: &str = "Enter: Start rotation";
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static SWITCH_TO_FOX_HELP_TEXT: &str = "Tab: Switch to a skinned mesh";
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static SWITCH_TO_SPHERE_HELP_TEXT: &str = "Tab: Switch to a plain sphere mesh";
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static CLICK_TO_MOVE_HELP_TEXT: &str = "Left click: Move the object";
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static GIZMO_COLOR: Color = Color::Srgba(YELLOW);
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static VOXEL_FROM_WORLD: Mat4 = Mat4::from_cols_array_2d(&[
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    [-42.317566, 0.0, 0.0, 0.0],
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    [0.0, 0.0, 44.601563, 0.0],
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    [0.0, 16.73776, 0.0, 0.0],
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    [0.0, 6.544792, 0.0, 1.0],
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]);
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// The mode the application is in.
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#[derive(Resource)]
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struct AppStatus {
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    // Whether the user wants the irradiance volume to be applied.
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    irradiance_volume_present: bool,
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    // Whether the user wants the unskinned sphere mesh or the skinned fox mesh.
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    model: ExampleModel,
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    // Whether the user has requested the scene to rotate.
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    rotating: bool,
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    // Whether the user has requested the voxels to be displayed.
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    voxels_visible: bool,
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}
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// Which model the user wants to display.
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#[derive(Clone, Copy, PartialEq)]
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enum ExampleModel {
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    // The plain sphere.
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    Sphere,
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    // The fox, which is skinned.
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    Fox,
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}
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// Handles to all the assets used in this example.
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#[derive(Resource)]
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struct ExampleAssets {
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    // The glTF scene containing the colored floor.
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    main_scene: Handle<Scene>,
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    // The 3D texture containing the irradiance volume.
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    irradiance_volume: Handle<Image>,
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    // The plain sphere mesh.
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    main_sphere: Handle<Mesh>,
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    // The material used for the sphere.
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    main_sphere_material: Handle<StandardMaterial>,
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    // The glTF scene containing the animated fox.
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    fox: Handle<Scene>,
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    // The graph containing the animation that the fox will play.
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    fox_animation_graph: Handle<AnimationGraph>,
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    // The node within the animation graph containing the animation.
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    fox_animation_node: AnimationNodeIndex,
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    // The voxel cube mesh.
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    voxel_cube: Handle<Mesh>,
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    // The skybox.
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    skybox: Handle<Image>,
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}
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// The sphere and fox both have this component.
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#[derive(Component)]
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struct MainObject;
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// Marks each of the voxel cubes.
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#[derive(Component)]
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struct VoxelCube;
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// Marks the voxel cube parent object.
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#[derive(Component)]
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struct VoxelCubeParent;
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type VoxelVisualizationMaterial = ExtendedMaterial<StandardMaterial, VoxelVisualizationExtension>;
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct VoxelVisualizationExtension {
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    #[uniform(100)]
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    irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo,
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}
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#[derive(ShaderType, Debug, Clone)]
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struct VoxelVisualizationIrradianceVolumeInfo {
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    world_from_voxel: Mat4,
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    voxel_from_world: Mat4,
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    resolution: UVec3,
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    intensity: f32,
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}
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fn main() {
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    // Create the example app.
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    App::new()
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                title: "Bevy Irradiance Volumes Example".into(),
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_plugins(MaterialPlugin::<VoxelVisualizationMaterial>::default())
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        .init_resource::<AppStatus>()
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        .init_resource::<ExampleAssets>()
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        .insert_resource(AmbientLight {
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            color: Color::WHITE,
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            brightness: 0.0,
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        })
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        .add_systems(Startup, setup)
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        .add_systems(PreUpdate, create_cubes)
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        .add_systems(Update, rotate_camera)
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        .add_systems(Update, play_animations)
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        .add_systems(
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            Update,
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            handle_mouse_clicks
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                .after(rotate_camera)
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                .after(play_animations),
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        )
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        .add_systems(
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            Update,
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            change_main_object
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                .after(rotate_camera)
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                .after(play_animations),
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        )
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        .add_systems(
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            Update,
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            toggle_irradiance_volumes
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                .after(rotate_camera)
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                .after(play_animations),
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        )
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        .add_systems(
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            Update,
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            toggle_voxel_visibility
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                .after(rotate_camera)
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                .after(play_animations),
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        )
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        .add_systems(
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            Update,
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            toggle_rotation.after(rotate_camera).after(play_animations),
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        )
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        .add_systems(
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            Update,
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            draw_gizmo
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                .after(handle_mouse_clicks)
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                .after(change_main_object)
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                .after(toggle_irradiance_volumes)
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                .after(toggle_voxel_visibility)
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                .after(toggle_rotation),
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        )
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        .add_systems(
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            Update,
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            update_text
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                .after(handle_mouse_clicks)
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                .after(change_main_object)
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                .after(toggle_irradiance_volumes)
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                .after(toggle_voxel_visibility)
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                .after(toggle_rotation),
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        )
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        .run();
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}
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// Spawns all the scene objects.
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fn setup(mut commands: Commands, assets: Res<ExampleAssets>, app_status: Res<AppStatus>) {
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    spawn_main_scene(&mut commands, &assets);
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    spawn_camera(&mut commands, &assets);
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    spawn_irradiance_volume(&mut commands, &assets);
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    spawn_light(&mut commands);
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    spawn_sphere(&mut commands, &assets);
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    spawn_voxel_cube_parent(&mut commands);
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    spawn_fox(&mut commands, &assets);
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    spawn_text(&mut commands, &app_status);
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}
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fn spawn_main_scene(commands: &mut Commands, assets: &ExampleAssets) {
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    commands.spawn(SceneRoot(assets.main_scene.clone()));
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}
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fn spawn_camera(commands: &mut Commands, assets: &ExampleAssets) {
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(-10.012, 4.8605, 13.281).looking_at(Vec3::ZERO, Vec3::Y),
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        Skybox {
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            image: assets.skybox.clone(),
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            brightness: 150.0,
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            ..default()
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        },
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    ));
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}
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fn spawn_irradiance_volume(commands: &mut Commands, assets: &ExampleAssets) {
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    commands
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        .spawn(SpatialBundle {
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            transform: Transform::from_matrix(VOXEL_FROM_WORLD),
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            ..SpatialBundle::default()
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        })
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        .insert(IrradianceVolume {
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            voxels: assets.irradiance_volume.clone(),
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            intensity: IRRADIANCE_VOLUME_INTENSITY,
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        })
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        .insert(LightProbe);
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}
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fn spawn_light(commands: &mut Commands) {
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    commands.spawn((
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        PointLight {
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            intensity: 250000.0,
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            shadows_enabled: true,
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            ..default()
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        },
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        Transform::from_xyz(4.0762, 5.9039, 1.0055),
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    ));
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}
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fn spawn_sphere(commands: &mut Commands, assets: &ExampleAssets) {
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    commands
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        .spawn((
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            Mesh3d(assets.main_sphere.clone()),
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            MeshMaterial3d(assets.main_sphere_material.clone()),
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            Transform::from_xyz(0.0, SPHERE_SCALE, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
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        ))
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        .insert(MainObject);
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}
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fn spawn_voxel_cube_parent(commands: &mut Commands) {
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    commands
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        .spawn(SpatialBundle {
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            visibility: Visibility::Hidden,
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            ..default()
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        })
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        .insert(VoxelCubeParent);
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}
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fn spawn_fox(commands: &mut Commands, assets: &ExampleAssets) {
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    commands.spawn((
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        SceneRoot(assets.fox.clone()),
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        Visibility::Hidden,
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        Transform::from_scale(Vec3::splat(FOX_SCALE)),
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        MainObject,
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    ));
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}
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fn spawn_text(commands: &mut Commands, app_status: &AppStatus) {
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    commands.spawn((
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        app_status.create_text(),
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        Style {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        },
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    ));
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}
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// A system that updates the help text.
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fn update_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
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    for mut text in text_query.iter_mut() {
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        *text = app_status.create_text();
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    }
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}
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impl AppStatus {
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    // Constructs the help text at the bottom of the screen based on the
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    // application status.
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    fn create_text(&self) -> Text {
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        let irradiance_volume_help_text = if self.irradiance_volume_present {
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            DISABLE_IRRADIANCE_VOLUME_HELP_TEXT
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        } else {
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            ENABLE_IRRADIANCE_VOLUME_HELP_TEXT
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        };
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        let voxels_help_text = if self.voxels_visible {
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            HIDE_VOXELS_HELP_TEXT
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        } else {
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            SHOW_VOXELS_HELP_TEXT
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        };
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        let rotation_help_text = if self.rotating {
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            STOP_ROTATION_HELP_TEXT
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        } else {
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            START_ROTATION_HELP_TEXT
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        };
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        let switch_mesh_help_text = match self.model {
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            ExampleModel::Sphere => SWITCH_TO_FOX_HELP_TEXT,
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            ExampleModel::Fox => SWITCH_TO_SPHERE_HELP_TEXT,
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        };
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        format!(
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            "{CLICK_TO_MOVE_HELP_TEXT}\n\
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            {voxels_help_text}\n\
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            {irradiance_volume_help_text}\n\
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            {rotation_help_text}\n\
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            {switch_mesh_help_text}"
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        )
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        .into()
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    }
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}
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// Rotates the camera a bit every frame.
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fn rotate_camera(
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    mut camera_query: Query<&mut Transform, With<Camera3d>>,
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    time: Res<Time>,
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    app_status: Res<AppStatus>,
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) {
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    if !app_status.rotating {
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        return;
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    }
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    for mut transform in camera_query.iter_mut() {
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        transform.translation = Vec2::from_angle(ROTATION_SPEED * time.delta_seconds())
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            .rotate(transform.translation.xz())
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            .extend(transform.translation.y)
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            .xzy();
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        transform.look_at(Vec3::ZERO, Vec3::Y);
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    }
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}
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// Toggles between the unskinned sphere model and the skinned fox model if the
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// user requests it.
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fn change_main_object(
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    keyboard: Res<ButtonInput<KeyCode>>,
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    mut app_status: ResMut<AppStatus>,
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    mut sphere_query: Query<&mut Visibility, (With<MainObject>, With<Mesh3d>, Without<SceneRoot>)>,
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    mut fox_query: Query<&mut Visibility, (With<MainObject>, With<SceneRoot>)>,
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) {
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    if !keyboard.just_pressed(KeyCode::Tab) {
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        return;
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    }
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    let Some(mut sphere_visibility) = sphere_query.iter_mut().next() else {
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        return;
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    };
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    let Some(mut fox_visibility) = fox_query.iter_mut().next() else {
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        return;
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    };
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    match app_status.model {
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        ExampleModel::Sphere => {
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            *sphere_visibility = Visibility::Hidden;
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            *fox_visibility = Visibility::Visible;
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            app_status.model = ExampleModel::Fox;
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        }
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        ExampleModel::Fox => {
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            *sphere_visibility = Visibility::Visible;
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            *fox_visibility = Visibility::Hidden;
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            app_status.model = ExampleModel::Sphere;
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        }
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    }
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}
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impl Default for AppStatus {
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    fn default() -> Self {
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        Self {
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            irradiance_volume_present: true,
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            rotating: true,
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            model: ExampleModel::Sphere,
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            voxels_visible: false,
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        }
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    }
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}
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// Turns on and off the irradiance volume as requested by the user.
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fn toggle_irradiance_volumes(
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    mut commands: Commands,
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    keyboard: Res<ButtonInput<KeyCode>>,
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    light_probe_query: Query<Entity, With<LightProbe>>,
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    mut app_status: ResMut<AppStatus>,
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    assets: Res<ExampleAssets>,
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    mut ambient_light: ResMut<AmbientLight>,
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) {
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    if !keyboard.just_pressed(KeyCode::Space) {
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        return;
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    };
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    let Some(light_probe) = light_probe_query.iter().next() else {
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        return;
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    };
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    if app_status.irradiance_volume_present {
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        commands.entity(light_probe).remove::<IrradianceVolume>();
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        ambient_light.brightness = AMBIENT_LIGHT_BRIGHTNESS * IRRADIANCE_VOLUME_INTENSITY;
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        app_status.irradiance_volume_present = false;
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    } else {
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        commands.entity(light_probe).insert(IrradianceVolume {
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            voxels: assets.irradiance_volume.clone(),
 | 
						|
            intensity: IRRADIANCE_VOLUME_INTENSITY,
 | 
						|
        });
 | 
						|
        ambient_light.brightness = 0.0;
 | 
						|
        app_status.irradiance_volume_present = true;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn toggle_rotation(keyboard: Res<ButtonInput<KeyCode>>, mut app_status: ResMut<AppStatus>) {
 | 
						|
    if keyboard.just_pressed(KeyCode::Enter) {
 | 
						|
        app_status.rotating = !app_status.rotating;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// Handles clicks on the plane that reposition the object.
 | 
						|
fn handle_mouse_clicks(
 | 
						|
    buttons: Res<ButtonInput<MouseButton>>,
 | 
						|
    windows: Query<&Window, With<PrimaryWindow>>,
 | 
						|
    cameras: Query<(&Camera, &GlobalTransform)>,
 | 
						|
    mut main_objects: Query<&mut Transform, With<MainObject>>,
 | 
						|
) {
 | 
						|
    if !buttons.pressed(MouseButton::Left) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
    let Some(mouse_position) = windows.iter().next().and_then(Window::cursor_position) else {
 | 
						|
        return;
 | 
						|
    };
 | 
						|
    let Some((camera, camera_transform)) = cameras.iter().next() else {
 | 
						|
        return;
 | 
						|
    };
 | 
						|
 | 
						|
    // Figure out where the user clicked on the plane.
 | 
						|
    let Ok(ray) = camera.viewport_to_world(camera_transform, mouse_position) else {
 | 
						|
        return;
 | 
						|
    };
 | 
						|
    let Some(ray_distance) = ray.intersect_plane(Vec3::ZERO, InfinitePlane3d::new(Vec3::Y)) else {
 | 
						|
        return;
 | 
						|
    };
 | 
						|
    let plane_intersection = ray.origin + ray.direction.normalize() * ray_distance;
 | 
						|
 | 
						|
    // Move all the main objeccts.
 | 
						|
    for mut transform in main_objects.iter_mut() {
 | 
						|
        transform.translation = vec3(
 | 
						|
            plane_intersection.x,
 | 
						|
            transform.translation.y,
 | 
						|
            plane_intersection.z,
 | 
						|
        );
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
impl FromWorld for ExampleAssets {
 | 
						|
    fn from_world(world: &mut World) -> Self {
 | 
						|
        let fox_animation =
 | 
						|
            world.load_asset(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb"));
 | 
						|
        let (fox_animation_graph, fox_animation_node) =
 | 
						|
            AnimationGraph::from_clip(fox_animation.clone());
 | 
						|
 | 
						|
        ExampleAssets {
 | 
						|
            main_sphere: world.add_asset(Sphere::default().mesh().uv(32, 18)),
 | 
						|
            fox: world.load_asset(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
 | 
						|
            main_sphere_material: world.add_asset(Color::from(SILVER)),
 | 
						|
            main_scene: world.load_asset(
 | 
						|
                GltfAssetLabel::Scene(0)
 | 
						|
                    .from_asset("models/IrradianceVolumeExample/IrradianceVolumeExample.glb"),
 | 
						|
            ),
 | 
						|
            irradiance_volume: world.load_asset("irradiance_volumes/Example.vxgi.ktx2"),
 | 
						|
            fox_animation_graph: world.add_asset(fox_animation_graph),
 | 
						|
            fox_animation_node,
 | 
						|
            voxel_cube: world.add_asset(Cuboid::default()),
 | 
						|
            // Just use a specular map for the skybox since it's not too blurry.
 | 
						|
            // In reality you wouldn't do this--you'd use a real skybox texture--but
 | 
						|
            // reusing the textures like this saves space in the Bevy repository.
 | 
						|
            skybox: world.load_asset("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// Plays the animation on the fox.
 | 
						|
fn play_animations(
 | 
						|
    mut commands: Commands,
 | 
						|
    assets: Res<ExampleAssets>,
 | 
						|
    mut players: Query<(Entity, &mut AnimationPlayer), Without<AnimationGraphHandle>>,
 | 
						|
) {
 | 
						|
    for (entity, mut player) in players.iter_mut() {
 | 
						|
        commands
 | 
						|
            .entity(entity)
 | 
						|
            .insert(AnimationGraphHandle(assets.fox_animation_graph.clone()));
 | 
						|
        player.play(assets.fox_animation_node).repeat();
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn create_cubes(
 | 
						|
    image_assets: Res<Assets<Image>>,
 | 
						|
    mut commands: Commands,
 | 
						|
    irradiance_volumes: Query<(&IrradianceVolume, &GlobalTransform)>,
 | 
						|
    voxel_cube_parents: Query<Entity, With<VoxelCubeParent>>,
 | 
						|
    voxel_cubes: Query<Entity, With<VoxelCube>>,
 | 
						|
    example_assets: Res<ExampleAssets>,
 | 
						|
    mut voxel_visualization_material_assets: ResMut<Assets<VoxelVisualizationMaterial>>,
 | 
						|
) {
 | 
						|
    // If voxel cubes have already been spawned, don't do anything.
 | 
						|
    if !voxel_cubes.is_empty() {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    let Some(voxel_cube_parent) = voxel_cube_parents.iter().next() else {
 | 
						|
        return;
 | 
						|
    };
 | 
						|
 | 
						|
    for (irradiance_volume, global_transform) in irradiance_volumes.iter() {
 | 
						|
        let Some(image) = image_assets.get(&irradiance_volume.voxels) else {
 | 
						|
            continue;
 | 
						|
        };
 | 
						|
 | 
						|
        let resolution = image.texture_descriptor.size;
 | 
						|
 | 
						|
        let voxel_cube_material = voxel_visualization_material_assets.add(ExtendedMaterial {
 | 
						|
            base: StandardMaterial::from(Color::from(RED)),
 | 
						|
            extension: VoxelVisualizationExtension {
 | 
						|
                irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo {
 | 
						|
                    world_from_voxel: VOXEL_FROM_WORLD.inverse(),
 | 
						|
                    voxel_from_world: VOXEL_FROM_WORLD,
 | 
						|
                    resolution: uvec3(
 | 
						|
                        resolution.width,
 | 
						|
                        resolution.height,
 | 
						|
                        resolution.depth_or_array_layers,
 | 
						|
                    ),
 | 
						|
                    intensity: IRRADIANCE_VOLUME_INTENSITY,
 | 
						|
                },
 | 
						|
            },
 | 
						|
        });
 | 
						|
 | 
						|
        let scale = vec3(
 | 
						|
            1.0 / resolution.width as f32,
 | 
						|
            1.0 / resolution.height as f32,
 | 
						|
            1.0 / resolution.depth_or_array_layers as f32,
 | 
						|
        );
 | 
						|
 | 
						|
        // Spawn a cube for each voxel.
 | 
						|
        for z in 0..resolution.depth_or_array_layers {
 | 
						|
            for y in 0..resolution.height {
 | 
						|
                for x in 0..resolution.width {
 | 
						|
                    let uvw = (uvec3(x, y, z).as_vec3() + 0.5) * scale - 0.5;
 | 
						|
                    let pos = global_transform.transform_point(uvw);
 | 
						|
                    let voxel_cube = commands
 | 
						|
                        .spawn((
 | 
						|
                            Mesh3d(example_assets.voxel_cube.clone()),
 | 
						|
                            MeshMaterial3d(voxel_cube_material.clone()),
 | 
						|
                            Transform::from_scale(Vec3::splat(VOXEL_CUBE_SCALE))
 | 
						|
                                .with_translation(pos),
 | 
						|
                        ))
 | 
						|
                        .insert(VoxelCube)
 | 
						|
                        .insert(NotShadowCaster)
 | 
						|
                        .id();
 | 
						|
 | 
						|
                    commands.entity(voxel_cube_parent).add_child(voxel_cube);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// Draws a gizmo showing the bounds of the irradiance volume.
 | 
						|
fn draw_gizmo(
 | 
						|
    mut gizmos: Gizmos,
 | 
						|
    irradiance_volume_query: Query<&GlobalTransform, With<IrradianceVolume>>,
 | 
						|
    app_status: Res<AppStatus>,
 | 
						|
) {
 | 
						|
    if app_status.voxels_visible {
 | 
						|
        for transform in irradiance_volume_query.iter() {
 | 
						|
            gizmos.cuboid(*transform, GIZMO_COLOR);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// Handles a request from the user to toggle the voxel visibility on and off.
 | 
						|
fn toggle_voxel_visibility(
 | 
						|
    keyboard: Res<ButtonInput<KeyCode>>,
 | 
						|
    mut app_status: ResMut<AppStatus>,
 | 
						|
    mut voxel_cube_parent_query: Query<&mut Visibility, With<VoxelCubeParent>>,
 | 
						|
) {
 | 
						|
    if !keyboard.just_pressed(KeyCode::Backspace) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    app_status.voxels_visible = !app_status.voxels_visible;
 | 
						|
 | 
						|
    for mut visibility in voxel_cube_parent_query.iter_mut() {
 | 
						|
        *visibility = if app_status.voxels_visible {
 | 
						|
            Visibility::Visible
 | 
						|
        } else {
 | 
						|
            Visibility::Hidden
 | 
						|
        };
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
impl MaterialExtension for VoxelVisualizationExtension {
 | 
						|
    fn fragment_shader() -> ShaderRef {
 | 
						|
        SHADER_ASSET_PATH.into()
 | 
						|
    }
 | 
						|
}
 |