Fixes: #18963 Follows up on: #17977 Adopts: #18966 In 0.16, `EventWriter::send` was renamed to `EventWriter::write`, but many methods were missed (sorry about that). This completes that refactor by renaming all `send` methods and internals. | Old | New | |-------------------------------------|--------------------------------------| | `World::send_event` | `World::write_event` | | `World::send_event_default` | `World::write_event_default` | | `World::send_event_batch` | `World::write_event_batch` | | `DeferredWorld::send_event` | `DeferredWorld::write_event` | | `DeferredWorld::send_event_default` | `DeferredWorld::write_event_default` | | `DeferredWorld::send_event_batch` | `DeferredWorld::write_event_batch` | | `Commands::send_event` | `Commmands::write_event` | | `Events::send` | `Events::write` | | `Events::send_default` | `Events::write_default` | | `Events::send_batch` | `Events::write_batch` | | `RemovedComponentEvents::send` | `RemovedComponentEvents::write` | | `command::send_event` | `commmand::write_event` | | `SendBatchIds` | `WriteBatchIds` | --------- Co-authored-by: shwwwa <shwwwa.dev@gmail.com>
		
			
				
	
	
		
			553 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			553 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates clustered decals, which affix decals to surfaces.
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use std::f32::consts::{FRAC_PI_3, PI};
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use std::fmt::{self, Formatter};
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use bevy::{
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    color::palettes::css::{LIME, ORANGE_RED, SILVER},
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    input::mouse::AccumulatedMouseMotion,
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    pbr::{
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        decal::{self, clustered::ClusteredDecal},
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        ExtendedMaterial, MaterialExtension,
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    },
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    prelude::*,
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    render::{
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        render_resource::{AsBindGroup, ShaderRef},
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        renderer::{RenderAdapter, RenderDevice},
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    },
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    window::SystemCursorIcon,
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    winit::cursor::CursorIcon,
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};
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use ops::{acos, cos, sin};
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use widgets::{
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    WidgetClickEvent, WidgetClickSender, BUTTON_BORDER, BUTTON_BORDER_COLOR,
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    BUTTON_BORDER_RADIUS_SIZE, BUTTON_PADDING,
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};
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#[path = "../helpers/widgets.rs"]
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mod widgets;
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/// The custom material shader that we use to demonstrate how to use the decal
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/// `tag` field.
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const SHADER_ASSET_PATH: &str = "shaders/custom_clustered_decal.wgsl";
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/// The speed at which the cube rotates, in radians per frame.
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const CUBE_ROTATION_SPEED: f32 = 0.02;
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/// The speed at which the selection can be moved, in spherical coordinate
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/// radians per mouse unit.
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const MOVE_SPEED: f32 = 0.008;
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/// The speed at which the selection can be scaled, in reciprocal mouse units.
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const SCALE_SPEED: f32 = 0.05;
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/// The speed at which the selection can be scaled, in radians per mouse unit.
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const ROLL_SPEED: f32 = 0.01;
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/// Various settings for the demo.
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#[derive(Resource, Default)]
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struct AppStatus {
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    /// The object that will be moved, scaled, or rotated when the mouse is
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    /// dragged.
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    selection: Selection,
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    /// What happens when the mouse is dragged: one of a move, rotate, or scale
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    /// operation.
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    drag_mode: DragMode,
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}
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/// The object that will be moved, scaled, or rotated when the mouse is dragged.
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#[derive(Clone, Copy, Component, Default, PartialEq)]
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enum Selection {
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    /// The camera.
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    ///
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    /// The camera can only be moved, not scaled or rotated.
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    #[default]
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    Camera,
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    /// The first decal, which an orange bounding box surrounds.
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    DecalA,
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    /// The second decal, which a lime green bounding box surrounds.
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    DecalB,
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}
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impl fmt::Display for Selection {
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    fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
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        match *self {
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            Selection::Camera => f.write_str("camera"),
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            Selection::DecalA => f.write_str("decal A"),
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            Selection::DecalB => f.write_str("decal B"),
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        }
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    }
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}
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/// What happens when the mouse is dragged: one of a move, rotate, or scale
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/// operation.
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#[derive(Clone, Copy, Component, Default, PartialEq, Debug)]
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enum DragMode {
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    /// The mouse moves the current selection.
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    #[default]
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    Move,
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    /// The mouse scales the current selection.
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    ///
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    /// This only applies to decals, not cameras.
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    Scale,
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    /// The mouse rotates the current selection around its local Z axis.
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    ///
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    /// This only applies to decals, not cameras.
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    Roll,
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}
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impl fmt::Display for DragMode {
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    fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
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        match *self {
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            DragMode::Move => f.write_str("move"),
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            DragMode::Scale => f.write_str("scale"),
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            DragMode::Roll => f.write_str("roll"),
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        }
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    }
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}
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/// A marker component for the help text in the top left corner of the window.
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#[derive(Clone, Copy, Component)]
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struct HelpText;
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/// A shader extension that demonstrates how to use the `tag` field to customize
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/// the appearance of your decals.
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#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
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struct CustomDecalExtension {}
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impl MaterialExtension for CustomDecalExtension {
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    fn fragment_shader() -> ShaderRef {
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        SHADER_ASSET_PATH.into()
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    }
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}
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/// Entry point.
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                title: "Bevy Clustered Decals Example".into(),
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_plugins(MaterialPlugin::<
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            ExtendedMaterial<StandardMaterial, CustomDecalExtension>,
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        >::default())
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        .init_resource::<AppStatus>()
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        .add_event::<WidgetClickEvent<Selection>>()
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        .add_systems(Startup, setup)
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        .add_systems(Update, draw_gizmos)
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        .add_systems(Update, rotate_cube)
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        .add_systems(Update, widgets::handle_ui_interactions::<Selection>)
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        .add_systems(
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            Update,
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            (handle_selection_change, update_radio_buttons)
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                .after(widgets::handle_ui_interactions::<Selection>),
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        )
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        .add_systems(Update, process_move_input)
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        .add_systems(Update, process_scale_input)
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        .add_systems(Update, process_roll_input)
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        .add_systems(Update, switch_drag_mode)
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        .add_systems(Update, update_help_text)
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        .add_systems(Update, update_button_visibility)
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        .run();
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}
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/// Creates the scene.
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    app_status: Res<AppStatus>,
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    render_device: Res<RenderDevice>,
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    render_adapter: Res<RenderAdapter>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, CustomDecalExtension>>>,
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) {
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    // Error out if clustered decals aren't supported on the current platform.
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    if !decal::clustered::clustered_decals_are_usable(&render_device, &render_adapter) {
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        error!("Clustered decals aren't usable on this platform.");
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        commands.write_event(AppExit::error());
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    }
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    spawn_cube(&mut commands, &mut meshes, &mut materials);
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    spawn_camera(&mut commands);
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    spawn_light(&mut commands);
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    spawn_decals(&mut commands, &asset_server);
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    spawn_buttons(&mut commands);
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    spawn_help_text(&mut commands, &app_status);
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}
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/// Spawns the cube onto which the decals are projected.
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fn spawn_cube(
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    commands: &mut Commands,
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    meshes: &mut Assets<Mesh>,
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    materials: &mut Assets<ExtendedMaterial<StandardMaterial, CustomDecalExtension>>,
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) {
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    // Rotate the cube a bit just to make it more interesting.
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    let mut transform = Transform::IDENTITY;
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    transform.rotate_y(FRAC_PI_3);
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::new(3.0, 3.0, 3.0))),
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        MeshMaterial3d(materials.add(ExtendedMaterial {
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            base: StandardMaterial {
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                base_color: SILVER.into(),
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                ..default()
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            },
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            extension: CustomDecalExtension {},
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        })),
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        transform,
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    ));
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}
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/// Spawns the directional light.
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fn spawn_light(commands: &mut Commands) {
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    commands.spawn((
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        DirectionalLight::default(),
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        Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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}
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/// Spawns the camera.
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fn spawn_camera(commands: &mut Commands) {
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    commands
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        .spawn(Camera3d::default())
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        .insert(Transform::from_xyz(0.0, 2.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y))
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        // Tag the camera with `Selection::Camera`.
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        .insert(Selection::Camera);
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}
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/// Spawns the actual clustered decals.
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fn spawn_decals(commands: &mut Commands, asset_server: &AssetServer) {
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    let image = asset_server.load("branding/icon.png");
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    commands.spawn((
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        ClusteredDecal {
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            image: image.clone(),
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            // Tint with red.
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            tag: 1,
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        },
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        calculate_initial_decal_transform(vec3(1.0, 3.0, 5.0), Vec3::ZERO, Vec2::splat(1.1)),
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        Selection::DecalA,
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    ));
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    commands.spawn((
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        ClusteredDecal {
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            image: image.clone(),
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            // Tint with blue.
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            tag: 2,
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        },
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        calculate_initial_decal_transform(vec3(-2.0, -1.0, 4.0), Vec3::ZERO, Vec2::splat(2.0)),
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        Selection::DecalB,
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    ));
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}
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/// Spawns the buttons at the bottom of the screen.
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fn spawn_buttons(commands: &mut Commands) {
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    // Spawn the radio buttons that allow the user to select an object to
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    // control.
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    commands
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        .spawn(widgets::main_ui_node())
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        .with_children(|parent| {
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            widgets::spawn_option_buttons(
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                parent,
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                "Drag to Move",
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                &[
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                    (Selection::Camera, "Camera"),
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                    (Selection::DecalA, "Decal A"),
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                    (Selection::DecalB, "Decal B"),
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                ],
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            );
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        });
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    // Spawn the drag buttons that allow the user to control the scale and roll
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    // of the selected object.
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    commands
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        .spawn(Node {
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            flex_direction: FlexDirection::Row,
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            position_type: PositionType::Absolute,
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            right: Val::Px(10.0),
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            bottom: Val::Px(10.0),
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            column_gap: Val::Px(6.0),
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            ..default()
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        })
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        .with_children(|parent| {
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            spawn_drag_button(parent, "Scale").insert(DragMode::Scale);
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            spawn_drag_button(parent, "Roll").insert(DragMode::Roll);
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        });
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}
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/// Spawns a button that the user can drag to change a parameter.
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fn spawn_drag_button<'a>(
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    commands: &'a mut ChildSpawnerCommands,
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    label: &str,
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) -> EntityCommands<'a> {
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    let mut kid = commands.spawn(Node {
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        border: BUTTON_BORDER,
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        justify_content: JustifyContent::Center,
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        align_items: AlignItems::Center,
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        padding: BUTTON_PADDING,
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        ..default()
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    });
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    kid.insert((
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        Button,
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        BackgroundColor(Color::BLACK),
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        BorderRadius::all(BUTTON_BORDER_RADIUS_SIZE),
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        BUTTON_BORDER_COLOR,
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    ))
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    .with_children(|parent| {
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        widgets::spawn_ui_text(parent, label, Color::WHITE);
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    });
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    kid
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}
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/// Spawns the help text at the top of the screen.
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fn spawn_help_text(commands: &mut Commands, app_status: &AppStatus) {
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    commands.spawn((
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        Text::new(create_help_string(app_status)),
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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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        HelpText,
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    ));
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}
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/// Draws the outlines that show the bounds of the clustered decals.
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fn draw_gizmos(
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    mut gizmos: Gizmos,
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    decals: Query<(&GlobalTransform, &Selection), With<ClusteredDecal>>,
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) {
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    for (global_transform, selection) in &decals {
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        let color = match *selection {
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            Selection::Camera => continue,
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            Selection::DecalA => ORANGE_RED,
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            Selection::DecalB => LIME,
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        };
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        gizmos.primitive_3d(
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            &Cuboid {
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                // Since the clustered decal is a 1×1×1 cube in model space, its
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                // half-size is half of the scaling part of its transform.
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                half_size: global_transform.scale() * 0.5,
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            },
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            Isometry3d {
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                rotation: global_transform.rotation(),
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                translation: global_transform.translation_vec3a(),
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            },
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            color,
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        );
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    }
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}
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/// Calculates the initial transform of the clustered decal.
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fn calculate_initial_decal_transform(start: Vec3, looking_at: Vec3, size: Vec2) -> Transform {
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    let direction = looking_at - start;
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    let center = start + direction * 0.5;
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    Transform::from_translation(center)
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        .with_scale((size * 0.5).extend(direction.length()))
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        .looking_to(direction, Vec3::Y)
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}
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/// Rotates the cube a bit every frame.
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fn rotate_cube(mut meshes: Query<&mut Transform, With<Mesh3d>>) {
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    for mut transform in &mut meshes {
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        transform.rotate_y(CUBE_ROTATION_SPEED);
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    }
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}
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/// Updates the state of the radio buttons when the user clicks on one.
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fn update_radio_buttons(
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    mut widgets: Query<(
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        Entity,
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        Option<&mut BackgroundColor>,
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        Has<Text>,
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        &WidgetClickSender<Selection>,
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    )>,
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    app_status: Res<AppStatus>,
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    mut writer: TextUiWriter,
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) {
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    for (entity, maybe_bg_color, has_text, sender) in &mut widgets {
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        let selected = app_status.selection == **sender;
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        if let Some(mut bg_color) = maybe_bg_color {
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            widgets::update_ui_radio_button(&mut bg_color, selected);
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        }
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        if has_text {
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            widgets::update_ui_radio_button_text(entity, &mut writer, selected);
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        }
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    }
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}
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/// Changes the selection when the user clicks a radio button.
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fn handle_selection_change(
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    mut events: EventReader<WidgetClickEvent<Selection>>,
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    mut app_status: ResMut<AppStatus>,
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) {
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    for event in events.read() {
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        app_status.selection = **event;
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    }
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}
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/// Process a drag event that moves the selected object.
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fn process_move_input(
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    mut selections: Query<(&mut Transform, &Selection)>,
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    mouse_buttons: Res<ButtonInput<MouseButton>>,
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    mouse_motion: Res<AccumulatedMouseMotion>,
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    app_status: Res<AppStatus>,
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) {
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    // Only process drags when movement is selected.
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    if !mouse_buttons.pressed(MouseButton::Left) || app_status.drag_mode != DragMode::Move {
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        return;
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    }
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    for (mut transform, selection) in &mut selections {
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        if app_status.selection != *selection {
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            continue;
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        }
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        let position = transform.translation;
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        // Convert to spherical coordinates.
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        let radius = position.length();
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        let mut theta = acos(position.y / radius);
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        let mut phi = position.z.signum() * acos(position.x * position.xz().length_recip());
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        // Camera movement is the inverse of object movement.
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        let (phi_factor, theta_factor) = match *selection {
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            Selection::Camera => (1.0, -1.0),
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            Selection::DecalA | Selection::DecalB => (-1.0, 1.0),
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        };
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 | 
						||
        // Adjust the spherical coordinates. Clamp the inclination to (0, π).
 | 
						||
        phi += phi_factor * mouse_motion.delta.x * MOVE_SPEED;
 | 
						||
        theta = f32::clamp(
 | 
						||
            theta + theta_factor * mouse_motion.delta.y * MOVE_SPEED,
 | 
						||
            0.001,
 | 
						||
            PI - 0.001,
 | 
						||
        );
 | 
						||
 | 
						||
        // Convert spherical coordinates back to Cartesian coordinates.
 | 
						||
        transform.translation =
 | 
						||
            radius * vec3(sin(theta) * cos(phi), cos(theta), sin(theta) * sin(phi));
 | 
						||
 | 
						||
        // Look at the center, but preserve the previous roll angle.
 | 
						||
        let roll = transform.rotation.to_euler(EulerRot::YXZ).2;
 | 
						||
        transform.look_at(Vec3::ZERO, Vec3::Y);
 | 
						||
        let (yaw, pitch, _) = transform.rotation.to_euler(EulerRot::YXZ);
 | 
						||
        transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
 | 
						||
    }
 | 
						||
}
 | 
						||
 | 
						||
/// Processes a drag event that scales the selected target.
 | 
						||
fn process_scale_input(
 | 
						||
    mut selections: Query<(&mut Transform, &Selection)>,
 | 
						||
    mouse_buttons: Res<ButtonInput<MouseButton>>,
 | 
						||
    mouse_motion: Res<AccumulatedMouseMotion>,
 | 
						||
    app_status: Res<AppStatus>,
 | 
						||
) {
 | 
						||
    // Only process drags when the scaling operation is selected.
 | 
						||
    if !mouse_buttons.pressed(MouseButton::Left) || app_status.drag_mode != DragMode::Scale {
 | 
						||
        return;
 | 
						||
    }
 | 
						||
 | 
						||
    for (mut transform, selection) in &mut selections {
 | 
						||
        if app_status.selection == *selection {
 | 
						||
            transform.scale *= 1.0 + mouse_motion.delta.x * SCALE_SPEED;
 | 
						||
        }
 | 
						||
    }
 | 
						||
}
 | 
						||
 | 
						||
/// Processes a drag event that rotates the selected target along its local Z
 | 
						||
/// axis.
 | 
						||
fn process_roll_input(
 | 
						||
    mut selections: Query<(&mut Transform, &Selection)>,
 | 
						||
    mouse_buttons: Res<ButtonInput<MouseButton>>,
 | 
						||
    mouse_motion: Res<AccumulatedMouseMotion>,
 | 
						||
    app_status: Res<AppStatus>,
 | 
						||
) {
 | 
						||
    // Only process drags when the rolling operation is selected.
 | 
						||
    if !mouse_buttons.pressed(MouseButton::Left) || app_status.drag_mode != DragMode::Roll {
 | 
						||
        return;
 | 
						||
    }
 | 
						||
 | 
						||
    for (mut transform, selection) in &mut selections {
 | 
						||
        if app_status.selection != *selection {
 | 
						||
            continue;
 | 
						||
        }
 | 
						||
 | 
						||
        let (yaw, pitch, mut roll) = transform.rotation.to_euler(EulerRot::YXZ);
 | 
						||
        roll += mouse_motion.delta.x * ROLL_SPEED;
 | 
						||
        transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
 | 
						||
    }
 | 
						||
}
 | 
						||
 | 
						||
/// Creates the help string at the top left of the screen.
 | 
						||
fn create_help_string(app_status: &AppStatus) -> String {
 | 
						||
    format!(
 | 
						||
        "Click and drag to {} {}",
 | 
						||
        app_status.drag_mode, app_status.selection
 | 
						||
    )
 | 
						||
}
 | 
						||
 | 
						||
/// Changes the drag mode when the user hovers over the "Scale" and "Roll"
 | 
						||
/// buttons in the lower right.
 | 
						||
///
 | 
						||
/// If the user is hovering over no such button, this system changes the drag
 | 
						||
/// mode back to its default value of [`DragMode::Move`].
 | 
						||
fn switch_drag_mode(
 | 
						||
    mut commands: Commands,
 | 
						||
    mut interactions: Query<(&Interaction, &DragMode)>,
 | 
						||
    mut windows: Query<Entity, With<Window>>,
 | 
						||
    mouse_buttons: Res<ButtonInput<MouseButton>>,
 | 
						||
    mut app_status: ResMut<AppStatus>,
 | 
						||
) {
 | 
						||
    if mouse_buttons.pressed(MouseButton::Left) {
 | 
						||
        return;
 | 
						||
    }
 | 
						||
 | 
						||
    for (interaction, drag_mode) in &mut interactions {
 | 
						||
        if *interaction != Interaction::Hovered {
 | 
						||
            continue;
 | 
						||
        }
 | 
						||
 | 
						||
        app_status.drag_mode = *drag_mode;
 | 
						||
 | 
						||
        // Set the cursor to provide the user with a nice visual hint.
 | 
						||
        for window in &mut windows {
 | 
						||
            commands
 | 
						||
                .entity(window)
 | 
						||
                .insert(CursorIcon::from(SystemCursorIcon::EwResize));
 | 
						||
        }
 | 
						||
        return;
 | 
						||
    }
 | 
						||
 | 
						||
    app_status.drag_mode = DragMode::Move;
 | 
						||
 | 
						||
    for window in &mut windows {
 | 
						||
        commands.entity(window).remove::<CursorIcon>();
 | 
						||
    }
 | 
						||
}
 | 
						||
 | 
						||
/// Updates the help text in the top left of the screen to reflect the current
 | 
						||
/// selection and drag mode.
 | 
						||
fn update_help_text(mut help_text: Query<&mut Text, With<HelpText>>, app_status: Res<AppStatus>) {
 | 
						||
    for mut text in &mut help_text {
 | 
						||
        text.0 = create_help_string(&app_status);
 | 
						||
    }
 | 
						||
}
 | 
						||
 | 
						||
/// Updates the visibility of the drag mode buttons so that they aren't visible
 | 
						||
/// if the camera is selected.
 | 
						||
fn update_button_visibility(
 | 
						||
    mut nodes: Query<&mut Visibility, With<DragMode>>,
 | 
						||
    app_status: Res<AppStatus>,
 | 
						||
) {
 | 
						||
    for mut visibility in &mut nodes {
 | 
						||
        *visibility = match app_status.selection {
 | 
						||
            Selection::Camera => Visibility::Hidden,
 | 
						||
            Selection::DecalA | Selection::DecalB => Visibility::Visible,
 | 
						||
        };
 | 
						||
    }
 | 
						||
}
 |