
# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
250 lines
7.5 KiB
Rust
250 lines
7.5 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::{pbr::CascadeShadowConfigBuilder, 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_startup_system(setup)
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.add_system(movement)
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.add_system(animate_light_direction)
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.run();
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}
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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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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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// ground plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
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material: 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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..default()
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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(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
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transform,
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material: materials.add(StandardMaterial {
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base_color: Color::INDIGO,
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perceptual_roughness: 1.0,
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..default()
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}),
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..default()
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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(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
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transform,
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material: materials.add(StandardMaterial {
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base_color: Color::INDIGO,
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perceptual_roughness: 1.0,
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..default()
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}),
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..default()
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});
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// cube
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(StandardMaterial {
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base_color: Color::PINK,
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..default()
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}),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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},
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Movable,
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));
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// sphere
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 0.5,
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..default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::LIME_GREEN,
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..default()
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}),
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transform: Transform::from_xyz(1.5, 1.0, 1.5),
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..default()
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},
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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: Color::ORANGE_RED,
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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(PointLightBundle {
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// transform: Transform::from_xyz(5.0, 8.0, 2.0),
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transform: Transform::from_xyz(1.0, 2.0, 0.0),
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point_light: PointLight {
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intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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color: Color::RED,
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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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.with_children(|builder| {
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builder.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 0.1,
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..default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::RED,
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emissive: Color::rgba_linear(100.0, 0.0, 0.0, 0.0),
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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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// green spot light
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commands
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.spawn(SpotLightBundle {
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transform: Transform::from_xyz(-1.0, 2.0, 0.0)
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.looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
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spot_light: SpotLight {
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intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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color: Color::GREEN,
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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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..default()
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})
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.with_children(|builder| {
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builder.spawn(PbrBundle {
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transform: Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
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mesh: meshes.add(Mesh::from(shape::Capsule {
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depth: 0.125,
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radius: 0.1,
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..default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::GREEN,
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emissive: Color::rgba_linear(0.0, 100.0, 0.0, 0.0),
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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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// blue point light
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commands
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.spawn(PointLightBundle {
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// transform: Transform::from_xyz(5.0, 8.0, 2.0),
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transform: Transform::from_xyz(0.0, 4.0, 0.0),
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point_light: PointLight {
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intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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color: Color::BLUE,
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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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.with_children(|builder| {
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builder.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 0.1,
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..default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::BLUE,
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emissive: Color::rgba_linear(0.0, 0.0, 100.0, 0.0),
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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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// directional 'sun' light
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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transform: 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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cascade_shadow_config: 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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.into(),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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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<Input<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::Up) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::Down) {
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direction.y -= 1.0;
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}
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if input.pressed(KeyCode::Left) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::Right) {
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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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