# Objective - Make it possible to move the light position around in the `shadow_biases` example - Also support resetting the depth/normal biases to the engine defaults, or zero. ## Solution - The light position is displayed in the text overlay. - The light position can be adjusted with left/right/up/down/pgup/pgdown. - The depth/normal biases can be reset to defaults by pressing R, or to zero by pressing Z. --------- Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
		
			
				
	
	
		
			457 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			457 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how shadow biases affect shadows in a 3d scene.
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use std::f32::consts::PI;
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use bevy::{input::mouse::MouseMotion, pbr::ShadowFilteringMethod, prelude::*};
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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(Startup, setup)
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        .add_systems(
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            Update,
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            (
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                cycle_filter_methods,
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                adjust_light_position,
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                adjust_point_light_biases,
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                toggle_light,
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                adjust_directional_light_biases,
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                camera_controller,
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            ),
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        )
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        .run();
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}
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#[derive(Component)]
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struct Lights;
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/// set up a 3D scene to test shadow biases and perspective projections
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fn setup(
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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 spawn_plane_depth = 300.0f32;
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    let spawn_height = 2.0;
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    let sphere_radius = 0.25;
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    let white_handle = 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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    let sphere_handle = meshes.add(
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        Mesh::try_from(shape::Icosphere {
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            radius: sphere_radius,
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            ..default()
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        })
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        .unwrap(),
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    );
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    let light_transform = Transform::from_xyz(5.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y);
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    commands
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        .spawn((
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            SpatialBundle {
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                transform: light_transform,
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                ..default()
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            },
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            Lights,
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        ))
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        .with_children(|builder| {
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            builder.spawn(PointLightBundle {
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                point_light: PointLight {
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                    intensity: 0.0,
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                    range: spawn_plane_depth,
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                    color: Color::WHITE,
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                    shadow_depth_bias: 0.0,
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                    shadow_normal_bias: 0.0,
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                    shadows_enabled: true,
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                    ..default()
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                },
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                ..default()
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            });
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            builder.spawn(DirectionalLightBundle {
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                directional_light: DirectionalLight {
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                    illuminance: 100000.0,
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                    shadow_depth_bias: 0.0,
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                    shadow_normal_bias: 0.0,
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                    shadows_enabled: true,
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                    ..default()
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                },
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                ..default()
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            });
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        });
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    // camera
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    commands.spawn((
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        Camera3dBundle {
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            transform: Transform::from_xyz(-1.0, 1.0, 1.0)
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                .looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
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            ..default()
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        },
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        CameraController::default(),
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        ShadowFilteringMethod::Hardware2x2,
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    ));
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    for z_i32 in (-spawn_plane_depth as i32..=0).step_by(2) {
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        commands.spawn(PbrBundle {
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            mesh: sphere_handle.clone(),
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            material: white_handle.clone(),
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            transform: Transform::from_xyz(
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                0.0,
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                if z_i32 % 4 == 0 {
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                    spawn_height
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                } else {
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                    sphere_radius
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                },
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                z_i32 as f32,
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            ),
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            ..default()
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        });
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    }
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    // ground plane
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(shape::Plane::from_size(2.0 * spawn_plane_depth).into()),
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        material: white_handle,
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        ..default()
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    });
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    let style = TextStyle {
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        font_size: 20.,
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        ..default()
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    };
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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                position_type: PositionType::Absolute,
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                padding: UiRect::all(Val::Px(5.0)),
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                ..default()
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            },
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            z_index: ZIndex::Global(i32::MAX),
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            background_color: Color::BLACK.with_a(0.75).into(),
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            ..default()
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        })
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        .with_children(|c| {
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            c.spawn(TextBundle::from_sections([
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                TextSection::new("Controls:\n", style.clone()),
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                TextSection::new("WSAD  - forward/back/strafe left/right\n", style.clone()),
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                TextSection::new("E / Q - up / down\n", style.clone()),
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                TextSection::new("R / Z - reset biases to default / zero\n", style.clone()),
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                TextSection::new(
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                    "L     - switch between directional and point lights [",
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                    style.clone(),
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                ),
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                TextSection::new("DirectionalLight", style.clone()),
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                TextSection::new("]\n", style.clone()),
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                TextSection::new(
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                    "F     - switch directional light filter methods [",
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                    style.clone(),
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                ),
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                TextSection::new("Hardware2x2", style.clone()),
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                TextSection::new("]\n", style.clone()),
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                TextSection::new("1/2   - change point light depth bias [", style.clone()),
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                TextSection::new("0.00", style.clone()),
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                TextSection::new("]\n", style.clone()),
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                TextSection::new("3/4   - change point light normal bias [", style.clone()),
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                TextSection::new("0.0", style.clone()),
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                TextSection::new("]\n", style.clone()),
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                TextSection::new("5/6   - change direction light depth bias [", style.clone()),
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                TextSection::new("0.00", style.clone()),
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                TextSection::new("]\n", style.clone()),
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                TextSection::new(
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                    "7/8   - change direction light normal bias [",
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                    style.clone(),
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                ),
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                TextSection::new("0.0", style.clone()),
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                TextSection::new("]\n", style.clone()),
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                TextSection::new(
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                    "left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [",
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                    style.clone(),
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                ),
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                TextSection::new(
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                    format!("{:.1},", light_transform.translation.x),
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                    style.clone(),
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                ),
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                TextSection::new(
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                    format!(" {:.1},", light_transform.translation.y),
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                    style.clone(),
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                ),
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                TextSection::new(
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                    format!(" {:.1}", light_transform.translation.z),
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                    style.clone(),
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                ),
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                TextSection::new("]\n", style.clone()),
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            ]));
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        });
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}
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fn toggle_light(
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    input: Res<Input<KeyCode>>,
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    mut point_lights: Query<&mut PointLight>,
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    mut directional_lights: Query<&mut DirectionalLight>,
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    mut example_text: Query<&mut Text>,
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) {
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    if input.just_pressed(KeyCode::L) {
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        for mut light in &mut point_lights {
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            light.intensity = if light.intensity == 0.0 {
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                example_text.single_mut().sections[5].value = "PointLight".to_string();
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                100000000.0
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            } else {
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                0.0
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            };
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        }
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        for mut light in &mut directional_lights {
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            light.illuminance = if light.illuminance == 0.0 {
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                example_text.single_mut().sections[5].value = "DirectionalLight".to_string();
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                100000.0
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            } else {
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                0.0
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            };
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        }
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    }
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}
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fn adjust_light_position(
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    input: Res<Input<KeyCode>>,
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    mut lights: Query<&mut Transform, With<Lights>>,
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    mut example_text: Query<&mut Text>,
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) {
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    let mut offset = Vec3::ZERO;
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    if input.just_pressed(KeyCode::Left) {
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        offset.x -= 1.0;
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    }
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    if input.just_pressed(KeyCode::Right) {
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        offset.x += 1.0;
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    }
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    if input.just_pressed(KeyCode::Up) {
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        offset.z -= 1.0;
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    }
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    if input.just_pressed(KeyCode::Down) {
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        offset.z += 1.0;
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    }
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    if input.just_pressed(KeyCode::PageDown) {
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        offset.y -= 1.0;
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    }
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    if input.just_pressed(KeyCode::PageUp) {
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        offset.y += 1.0;
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    }
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    if offset != Vec3::ZERO {
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        let mut example_text = example_text.single_mut();
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        for mut light in &mut lights {
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            light.translation += offset;
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            light.look_at(Vec3::ZERO, Vec3::Y);
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            example_text.sections[23].value = format!("{:.1},", light.translation.x);
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            example_text.sections[24].value = format!(" {:.1},", light.translation.y);
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            example_text.sections[25].value = format!(" {:.1}", light.translation.z);
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        }
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    }
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}
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fn cycle_filter_methods(
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    input: Res<Input<KeyCode>>,
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    mut filter_methods: Query<&mut ShadowFilteringMethod>,
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    mut example_text: Query<&mut Text>,
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) {
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    if input.just_pressed(KeyCode::F) {
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        for mut filter_method in &mut filter_methods {
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            let filter_method_string;
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            *filter_method = match *filter_method {
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                ShadowFilteringMethod::Hardware2x2 => {
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                    filter_method_string = "Castano13".to_string();
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                    ShadowFilteringMethod::Castano13
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                }
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                ShadowFilteringMethod::Castano13 => {
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                    filter_method_string = "Jimenez14".to_string();
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                    ShadowFilteringMethod::Jimenez14
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                }
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                ShadowFilteringMethod::Jimenez14 => {
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                    filter_method_string = "Hardware2x2".to_string();
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                    ShadowFilteringMethod::Hardware2x2
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                }
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            };
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            example_text.single_mut().sections[8].value = filter_method_string;
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        }
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    }
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}
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fn adjust_point_light_biases(
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    input: Res<Input<KeyCode>>,
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    mut query: Query<&mut PointLight>,
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    mut example_text: Query<&mut Text>,
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) {
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    let depth_bias_step_size = 0.01;
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    let normal_bias_step_size = 0.1;
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    for mut light in &mut query {
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        if input.just_pressed(KeyCode::Key1) {
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            light.shadow_depth_bias -= depth_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::Key2) {
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            light.shadow_depth_bias += depth_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::Key3) {
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            light.shadow_normal_bias -= normal_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::Key4) {
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            light.shadow_normal_bias += normal_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::R) {
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            light.shadow_depth_bias = PointLight::DEFAULT_SHADOW_DEPTH_BIAS;
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            light.shadow_normal_bias = PointLight::DEFAULT_SHADOW_NORMAL_BIAS;
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        }
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        if input.just_pressed(KeyCode::Z) {
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            light.shadow_depth_bias = 0.0;
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            light.shadow_normal_bias = 0.0;
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        }
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        example_text.single_mut().sections[11].value = format!("{:.2}", light.shadow_depth_bias);
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        example_text.single_mut().sections[14].value = format!("{:.1}", light.shadow_normal_bias);
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    }
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}
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fn adjust_directional_light_biases(
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    input: Res<Input<KeyCode>>,
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    mut query: Query<&mut DirectionalLight>,
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    mut example_text: Query<&mut Text>,
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) {
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    let depth_bias_step_size = 0.01;
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    let normal_bias_step_size = 0.1;
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    for mut light in &mut query {
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        if input.just_pressed(KeyCode::Key5) {
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            light.shadow_depth_bias -= depth_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::Key6) {
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            light.shadow_depth_bias += depth_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::Key7) {
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            light.shadow_normal_bias -= normal_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::Key8) {
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            light.shadow_normal_bias += normal_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::R) {
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            light.shadow_depth_bias = DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS;
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            light.shadow_normal_bias = DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS;
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        }
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        if input.just_pressed(KeyCode::Z) {
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            light.shadow_depth_bias = 0.0;
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            light.shadow_normal_bias = 0.0;
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        }
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        example_text.single_mut().sections[17].value = format!("{:.2}", light.shadow_depth_bias);
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        example_text.single_mut().sections[20].value = format!("{:.1}", light.shadow_normal_bias);
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    }
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}
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#[derive(Component)]
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struct CameraController {
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    pub enabled: bool,
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    pub sensitivity: f32,
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    pub key_forward: KeyCode,
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    pub key_back: KeyCode,
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    pub key_left: KeyCode,
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    pub key_right: KeyCode,
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    pub key_up: KeyCode,
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    pub key_down: KeyCode,
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    pub key_run: KeyCode,
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    pub walk_speed: f32,
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    pub run_speed: f32,
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    pub friction: f32,
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    pub pitch: f32,
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    pub yaw: f32,
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    pub velocity: Vec3,
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}
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impl Default for CameraController {
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    fn default() -> Self {
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        Self {
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            enabled: true,
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            sensitivity: 0.5,
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            key_forward: KeyCode::W,
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            key_back: KeyCode::S,
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            key_left: KeyCode::A,
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            key_right: KeyCode::D,
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            key_up: KeyCode::E,
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            key_down: KeyCode::Q,
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            key_run: KeyCode::ShiftLeft,
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            walk_speed: 10.0,
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            run_speed: 30.0,
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            friction: 0.5,
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            pitch: 0.0,
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            yaw: 0.0,
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            velocity: Vec3::ZERO,
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        }
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    }
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}
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fn camera_controller(
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    time: Res<Time>,
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    mut mouse_events: EventReader<MouseMotion>,
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    key_input: Res<Input<KeyCode>>,
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    mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
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) {
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    let dt = time.delta_seconds();
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    // Handle mouse input
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    let mut mouse_delta = Vec2::ZERO;
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    for mouse_event in mouse_events.read() {
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        mouse_delta += mouse_event.delta;
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    }
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    for (mut transform, mut options) in &mut query {
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        if !options.enabled {
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            continue;
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        }
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        // Handle key input
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        let mut axis_input = Vec3::ZERO;
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        if key_input.pressed(options.key_forward) {
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            axis_input.z += 1.0;
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        }
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        if key_input.pressed(options.key_back) {
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            axis_input.z -= 1.0;
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        }
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        if key_input.pressed(options.key_right) {
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            axis_input.x += 1.0;
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        }
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        if key_input.pressed(options.key_left) {
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            axis_input.x -= 1.0;
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        }
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        if key_input.pressed(options.key_up) {
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            axis_input.y += 1.0;
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        }
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        if key_input.pressed(options.key_down) {
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            axis_input.y -= 1.0;
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        }
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        // Apply movement update
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        if axis_input != Vec3::ZERO {
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            let max_speed = if key_input.pressed(options.key_run) {
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                options.run_speed
 | 
						|
            } else {
 | 
						|
                options.walk_speed
 | 
						|
            };
 | 
						|
            options.velocity = axis_input.normalize() * max_speed;
 | 
						|
        } else {
 | 
						|
            let friction = options.friction.clamp(0.0, 1.0);
 | 
						|
            options.velocity *= 1.0 - friction;
 | 
						|
            if options.velocity.length_squared() < 1e-6 {
 | 
						|
                options.velocity = Vec3::ZERO;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        let forward = transform.forward();
 | 
						|
        let right = transform.right();
 | 
						|
        transform.translation += options.velocity.x * dt * right
 | 
						|
            + options.velocity.y * dt * Vec3::Y
 | 
						|
            + options.velocity.z * dt * forward;
 | 
						|
 | 
						|
        if mouse_delta != Vec2::ZERO {
 | 
						|
            // Apply look update
 | 
						|
            options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
 | 
						|
                .clamp(-PI / 2., PI / 2.);
 | 
						|
            options.yaw -= mouse_delta.x * options.sensitivity * dt;
 | 
						|
            transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |