**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			323 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			323 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Illustrates different lights of various types and colors, some static, some moving over
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//! a simple scene.
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use std::f32::consts::PI;
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use bevy::{
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    color::palettes::css::*,
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    pbr::CascadeShadowConfigBuilder,
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    prelude::*,
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    render::camera::{Exposure, PhysicalCameraParameters},
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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(Parameters(PhysicalCameraParameters {
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            aperture_f_stops: 1.0,
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            shutter_speed_s: 1.0 / 125.0,
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            sensitivity_iso: 100.0,
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            sensor_height: 0.01866,
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        }))
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        .add_systems(Startup, setup)
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        .add_systems(Update, (update_exposure, movement, animate_light_direction))
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        .run();
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}
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#[derive(Resource, Default, Deref, DerefMut)]
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struct Parameters(PhysicalCameraParameters);
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#[derive(Component)]
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struct Movable;
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/// set up a simple 3D scene
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fn setup(
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    parameters: Res<Parameters>,
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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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    asset_server: Res<AssetServer>,
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) {
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    // ground plane
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color: Color::WHITE,
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            perceptual_roughness: 1.0,
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            ..default()
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        })),
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    ));
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    // left wall
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    let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
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    transform.rotate_z(PI / 2.);
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color: INDIGO.into(),
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            perceptual_roughness: 1.0,
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            ..default()
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        })),
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        transform,
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    ));
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    // back (right) wall
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    let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
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    transform.rotate_x(PI / 2.);
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color: INDIGO.into(),
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            perceptual_roughness: 1.0,
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            ..default()
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        })),
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        transform,
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    ));
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    // Bevy logo to demonstrate alpha mask shadows
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    let mut transform = Transform::from_xyz(-2.2, 0.5, 1.0);
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    transform.rotate_y(PI / 8.);
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    commands.spawn((
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        Mesh3d(meshes.add(Rectangle::new(2.0, 0.5))),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color_texture: Some(asset_server.load("branding/bevy_logo_light.png")),
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            perceptual_roughness: 1.0,
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            alpha_mode: AlphaMode::Mask(0.5),
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            cull_mode: None,
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            ..default()
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        })),
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        transform,
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        Movable,
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    ));
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    // cube
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::default())),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color: DEEP_PINK.into(),
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            ..default()
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        })),
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        Transform::from_xyz(0.0, 0.5, 0.0),
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        Movable,
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    ));
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    // sphere
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    commands.spawn((
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        Mesh3d(meshes.add(Sphere::new(0.5).mesh().uv(32, 18))),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color: LIMEGREEN.into(),
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            ..default()
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        })),
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        Transform::from_xyz(1.5, 1.0, 1.5),
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        Movable,
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    ));
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    // ambient light
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    commands.insert_resource(AmbientLight {
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        color: ORANGE_RED.into(),
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        brightness: 0.02,
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    });
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    // red point light
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    commands
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        .spawn((
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            PointLight {
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                intensity: 100_000.0,
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                color: RED.into(),
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                shadows_enabled: true,
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                ..default()
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            },
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            Transform::from_xyz(1.0, 2.0, 0.0),
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        ))
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        .with_children(|builder| {
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            builder.spawn((
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                Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))),
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                MeshMaterial3d(materials.add(StandardMaterial {
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                    base_color: RED.into(),
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                    emissive: LinearRgba::new(4.0, 0.0, 0.0, 0.0),
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                    ..default()
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                })),
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            ));
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        });
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    // green spot light
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    commands
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        .spawn((
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            SpotLight {
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                intensity: 100_000.0,
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                color: LIME.into(),
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                shadows_enabled: true,
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                inner_angle: 0.6,
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                outer_angle: 0.8,
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                ..default()
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            },
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            Transform::from_xyz(-1.0, 2.0, 0.0).looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
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        ))
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        .with_child((
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            Mesh3d(meshes.add(Capsule3d::new(0.1, 0.125))),
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            MeshMaterial3d(materials.add(StandardMaterial {
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                base_color: LIME.into(),
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                emissive: LinearRgba::new(0.0, 4.0, 0.0, 0.0),
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                ..default()
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            })),
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            Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
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        ));
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    // blue point light
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    commands
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        .spawn((
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            PointLight {
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                intensity: 100_000.0,
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                color: BLUE.into(),
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                shadows_enabled: true,
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                ..default()
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            },
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            Transform::from_xyz(0.0, 4.0, 0.0),
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        ))
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        .with_children(|builder| {
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            builder.spawn((
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                Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))),
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                MeshMaterial3d(materials.add(StandardMaterial {
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                    base_color: BLUE.into(),
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                    emissive: LinearRgba::new(0.0, 0.0, 713.0, 0.0),
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                    ..default()
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                })),
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            ));
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        });
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    // directional 'sun' light
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    commands.spawn((
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        DirectionalLight {
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            illuminance: light_consts::lux::OVERCAST_DAY,
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            shadows_enabled: true,
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            ..default()
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        },
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        Transform {
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            translation: Vec3::new(0.0, 2.0, 0.0),
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            rotation: Quat::from_rotation_x(-PI / 4.),
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            ..default()
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        },
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        // The default cascade config is designed to handle large scenes.
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        // As this example has a much smaller world, we can tighten the shadow
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        // bounds for better visual quality.
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        CascadeShadowConfigBuilder {
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            first_cascade_far_bound: 4.0,
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            maximum_distance: 10.0,
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            ..default()
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        }
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        .build(),
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    ));
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    // example instructions
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    commands
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        .spawn((
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            Text::default(),
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            Style {
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                position_type: PositionType::Absolute,
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                top: 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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        .with_children(|p| {
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            p.spawn(TextSpan(format!(
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                "Aperture: f/{:.0}\n",
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                parameters.aperture_f_stops,
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            )));
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            p.spawn(TextSpan(format!(
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                "Shutter speed: 1/{:.0}s\n",
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                1.0 / parameters.shutter_speed_s
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            )));
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            p.spawn(TextSpan(format!(
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                "Sensitivity: ISO {:.0}\n",
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                parameters.sensitivity_iso
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            )));
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            p.spawn(TextSpan::new("\n\n"));
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            p.spawn(TextSpan::new("Controls\n"));
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            p.spawn(TextSpan::new("---------------\n"));
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            p.spawn(TextSpan::new("Arrow keys - Move objects\n"));
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            p.spawn(TextSpan::new("1/2 - Decrease/Increase aperture\n"));
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            p.spawn(TextSpan::new("Arrow keys - Move objects\n"));
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            p.spawn(TextSpan::new("3/4 - Decrease/Increase shutter speed\n"));
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            p.spawn(TextSpan::new("5/6 - Decrease/Increase sensitivity\n"));
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            p.spawn(TextSpan::new("R - Reset exposure"));
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        });
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    // camera
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        Exposure::from_physical_camera(**parameters),
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    ));
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}
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fn update_exposure(
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    key_input: Res<ButtonInput<KeyCode>>,
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    mut parameters: ResMut<Parameters>,
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    mut exposure: Query<&mut Exposure>,
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    text: Query<Entity, With<Text>>,
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    mut writer: UiTextWriter,
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) {
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    // TODO: Clamp values to a reasonable range
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    let entity = text.single();
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    if key_input.just_pressed(KeyCode::Digit2) {
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        parameters.aperture_f_stops *= 2.0;
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    } else if key_input.just_pressed(KeyCode::Digit1) {
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        parameters.aperture_f_stops *= 0.5;
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    }
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    if key_input.just_pressed(KeyCode::Digit4) {
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        parameters.shutter_speed_s *= 2.0;
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    } else if key_input.just_pressed(KeyCode::Digit3) {
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        parameters.shutter_speed_s *= 0.5;
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    }
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    if key_input.just_pressed(KeyCode::Digit6) {
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        parameters.sensitivity_iso += 100.0;
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    } else if key_input.just_pressed(KeyCode::Digit5) {
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        parameters.sensitivity_iso -= 100.0;
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    }
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    if key_input.just_pressed(KeyCode::KeyR) {
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        *parameters = Parameters::default();
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    }
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    *writer.text(entity, 1) = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops);
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    *writer.text(entity, 2) = format!(
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        "Shutter speed: 1/{:.0}s\n",
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        1.0 / parameters.shutter_speed_s
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    );
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    *writer.text(entity, 3) = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso);
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    *exposure.single_mut() = Exposure::from_physical_camera(**parameters);
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}
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fn animate_light_direction(
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    time: Res<Time>,
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    mut query: Query<&mut Transform, With<DirectionalLight>>,
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) {
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    for mut transform in &mut query {
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        transform.rotate_y(time.delta_seconds() * 0.5);
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    }
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}
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fn movement(
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    input: Res<ButtonInput<KeyCode>>,
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    time: Res<Time>,
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    mut query: Query<&mut Transform, With<Movable>>,
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) {
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    for mut transform in &mut query {
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        let mut direction = Vec3::ZERO;
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        if input.pressed(KeyCode::ArrowUp) {
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            direction.y += 1.0;
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        }
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        if input.pressed(KeyCode::ArrowDown) {
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            direction.y -= 1.0;
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        }
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        if input.pressed(KeyCode::ArrowLeft) {
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            direction.x -= 1.0;
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        }
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        if input.pressed(KeyCode::ArrowRight) {
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            direction.x += 1.0;
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        }
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        transform.translation += time.delta_seconds() * 2.0 * direction;
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    }
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}
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