# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			280 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			280 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This interactive example shows how to use distance fog,
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//! and allows playing around with different fog settings.
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//!
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//! ## Controls
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//!
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//! | Key Binding        | Action                              |
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//! |:-------------------|:------------------------------------|
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//! | `1` / `2` / `3`    | Fog Falloff Mode                    |
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//! | `A` / `S`          | Move Start Distance (Linear Fog)    |
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//! |                    | Change Density (Exponential Fogs)   |
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//! | `Z` / `X`          | Move End Distance (Linear Fog)      |
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//! | `-` / `=`          | Adjust Fog Red Channel              |
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//! | `[` / `]`          | Adjust Fog Green Channel            |
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//! | `;` / `'`          | Adjust Fog Blue Channel             |
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//! | `.` / `?`          | Adjust Fog Alpha Channel            |
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use bevy::{
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    math::ops,
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    pbr::{NotShadowCaster, NotShadowReceiver},
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    prelude::*,
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};
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fn main() {
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    App::new()
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        .insert_resource(AmbientLight::NONE)
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        .add_plugins(DefaultPlugins)
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        .add_systems(
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            Startup,
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            (setup_camera_fog, setup_pyramid_scene, setup_instructions),
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        )
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        .add_systems(Update, update_system)
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        .run();
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}
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fn setup_camera_fog(mut commands: Commands) {
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    commands.spawn((
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        Camera3d::default(),
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        DistanceFog {
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            color: Color::srgb(0.25, 0.25, 0.25),
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            falloff: FogFalloff::Linear {
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                start: 5.0,
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                end: 20.0,
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            },
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            ..default()
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        },
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    ));
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}
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fn setup_pyramid_scene(
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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 stone = materials.add(StandardMaterial {
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        base_color: Srgba::hex("28221B").unwrap().into(),
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        perceptual_roughness: 1.0,
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        ..default()
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    });
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    // pillars
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    for (x, z) in &[(-1.5, -1.5), (1.5, -1.5), (1.5, 1.5), (-1.5, 1.5)] {
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        commands.spawn((
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            Mesh3d(meshes.add(Cuboid::new(1.0, 3.0, 1.0))),
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            MeshMaterial3d(stone.clone()),
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            Transform::from_xyz(*x, 1.5, *z),
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        ));
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    }
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    // orb
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    commands.spawn((
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        Mesh3d(meshes.add(Sphere::default())),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color: Srgba::hex("126212CC").unwrap().into(),
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            reflectance: 1.0,
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            perceptual_roughness: 0.0,
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            metallic: 0.5,
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            alpha_mode: AlphaMode::Blend,
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            ..default()
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        })),
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        Transform::from_scale(Vec3::splat(1.75)).with_translation(Vec3::new(0.0, 4.0, 0.0)),
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        NotShadowCaster,
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        NotShadowReceiver,
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    ));
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    // steps
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    for i in 0..50 {
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        let half_size = i as f32 / 2.0 + 3.0;
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        let y = -i as f32 / 2.0;
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        commands.spawn((
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            Mesh3d(meshes.add(Cuboid::new(2.0 * half_size, 0.5, 2.0 * half_size))),
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            MeshMaterial3d(stone.clone()),
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            Transform::from_xyz(0.0, y + 0.25, 0.0),
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        ));
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    }
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    // sky
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color: Srgba::hex("888888").unwrap().into(),
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            unlit: true,
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            cull_mode: None,
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            ..default()
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        })),
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        Transform::from_scale(Vec3::splat(1_000_000.0)),
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    ));
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    // light
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    commands.spawn((
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        PointLight {
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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, 1.0, 0.0),
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    ));
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}
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fn setup_instructions(mut commands: Commands) {
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    commands.spawn((
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        Text::default(),
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        Node {
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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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}
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fn update_system(
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    camera: Single<(&mut DistanceFog, &mut Transform)>,
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    mut text: Single<&mut Text>,
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    time: Res<Time>,
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    keycode: Res<ButtonInput<KeyCode>>,
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) {
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    let now = time.elapsed_secs();
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    let delta = time.delta_secs();
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    let (mut fog, mut transform) = camera.into_inner();
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    // Orbit camera around pyramid
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    let orbit_scale = 8.0 + ops::sin(now / 10.0) * 7.0;
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    *transform = Transform::from_xyz(
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        ops::cos(now / 5.0) * orbit_scale,
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        12.0 - orbit_scale / 2.0,
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        ops::sin(now / 5.0) * orbit_scale,
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    )
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    .looking_at(Vec3::ZERO, Vec3::Y);
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    // Fog Information
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    text.0 = format!("Fog Falloff: {:?}\nFog Color: {:?}", fog.falloff, fog.color);
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    // Fog Falloff Mode Switching
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    text.push_str("\n\n1 / 2 / 3 - Fog Falloff Mode");
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    if keycode.pressed(KeyCode::Digit1) {
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        if let FogFalloff::Linear { .. } = fog.falloff {
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            // No change
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        } else {
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            fog.falloff = FogFalloff::Linear {
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                start: 5.0,
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                end: 20.0,
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            };
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        };
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    }
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    if keycode.pressed(KeyCode::Digit2) {
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        if let FogFalloff::Exponential { .. } = fog.falloff {
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            // No change
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        } else if let FogFalloff::ExponentialSquared { density } = fog.falloff {
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            fog.falloff = FogFalloff::Exponential { density };
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        } else {
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            fog.falloff = FogFalloff::Exponential { density: 0.07 };
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        };
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    }
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    if keycode.pressed(KeyCode::Digit3) {
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        if let FogFalloff::Exponential { density } = fog.falloff {
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            fog.falloff = FogFalloff::ExponentialSquared { density };
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        } else if let FogFalloff::ExponentialSquared { .. } = fog.falloff {
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            // No change
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        } else {
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            fog.falloff = FogFalloff::Exponential { density: 0.07 };
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        };
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    }
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    // Linear Fog Controls
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    if let FogFalloff::Linear {
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        ref mut start,
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        ref mut end,
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    } = &mut fog.falloff
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    {
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        text.push_str("\nA / S - Move Start Distance\nZ / X - Move End Distance");
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        if keycode.pressed(KeyCode::KeyA) {
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            *start -= delta * 3.0;
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        }
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        if keycode.pressed(KeyCode::KeyS) {
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            *start += delta * 3.0;
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        }
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        if keycode.pressed(KeyCode::KeyZ) {
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            *end -= delta * 3.0;
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        }
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        if keycode.pressed(KeyCode::KeyX) {
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            *end += delta * 3.0;
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        }
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    }
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    // Exponential Fog Controls
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    if let FogFalloff::Exponential { ref mut density } = &mut fog.falloff {
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        text.push_str("\nA / S - Change Density");
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        if keycode.pressed(KeyCode::KeyA) {
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            *density -= delta * 0.5 * *density;
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            if *density < 0.0 {
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                *density = 0.0;
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            }
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        }
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        if keycode.pressed(KeyCode::KeyS) {
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            *density += delta * 0.5 * *density;
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        }
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    }
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    // ExponentialSquared Fog Controls
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    if let FogFalloff::ExponentialSquared { ref mut density } = &mut fog.falloff {
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        text.push_str("\nA / S - Change Density");
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        if keycode.pressed(KeyCode::KeyA) {
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            *density -= delta * 0.5 * *density;
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            if *density < 0.0 {
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                *density = 0.0;
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            }
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        }
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        if keycode.pressed(KeyCode::KeyS) {
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            *density += delta * 0.5 * *density;
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        }
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    }
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    // RGBA Controls
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    text.push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
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    // We're performing various operations in the sRGB color space,
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    // so we convert the fog color to sRGB here, then modify it,
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    // and finally when we're done we can convert it back and set it.
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    let mut fog_color = Srgba::from(fog.color);
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    if keycode.pressed(KeyCode::Minus) {
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        fog_color.red = (fog_color.red - 0.1 * delta).max(0.0);
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    }
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    if keycode.any_pressed([KeyCode::Equal, KeyCode::NumpadEqual]) {
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        fog_color.red = (fog_color.red + 0.1 * delta).min(1.0);
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    }
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    if keycode.pressed(KeyCode::BracketLeft) {
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        fog_color.green = (fog_color.green - 0.1 * delta).max(0.0);
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    }
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    if keycode.pressed(KeyCode::BracketRight) {
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        fog_color.green = (fog_color.green + 0.1 * delta).min(1.0);
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    }
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    if keycode.pressed(KeyCode::Semicolon) {
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        fog_color.blue = (fog_color.blue - 0.1 * delta).max(0.0);
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    }
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    if keycode.pressed(KeyCode::Quote) {
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        fog_color.blue = (fog_color.blue + 0.1 * delta).min(1.0);
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    }
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    if keycode.pressed(KeyCode::Period) {
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        fog_color.alpha = (fog_color.alpha - 0.1 * delta).max(0.0);
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    }
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    if keycode.pressed(KeyCode::Slash) {
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        fog_color.alpha = (fog_color.alpha + 0.1 * delta).min(1.0);
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    }
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    fog.color = Color::from(fog_color);
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}
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