# Objective - Fixes #9533 ## Solution * Added `Val::ZERO` as a constant which is defined as `Val::Px(0.)`. * Added manual `PartialEq` implementation for `Val` which allows any zero value to equal any other zero value. E.g., `Val::Px(0.) == Val::Percent(0.)` etc. This is technically a breaking change, as `Val::Px(0.) == Val::Percent(0.)` now equals `true` instead of `false` (as an example) * Replaced instances of `Val::Px(0.)`, `Val::Percent(0.)`, etc. with `Val::ZERO` * Fixed `bevy_ui::layout::convert::tests::test_convert_from` test to account for Taffy not equating `Points(0.)` and `Percent(0.)`. These tests now use `assert_eq!(...)` instead of `assert!(matches!(...))` which gives easier to diagnose error messages.
		
			
				
	
	
		
			355 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			355 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example showcases different blend modes.
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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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//! | `Up` / `Down`      | Increase / Decrease Alpha           |
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//! | `Left` / `Right`   | Rotate Camera                       |
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//! | `H`                | Toggle HDR                          |
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//! | `Spacebar`         | Toggle Unlit                        |
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//! | `C`                | Randomize Colors                    |
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use bevy::prelude::*;
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use rand::random;
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fn main() {
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    let mut app = App::new();
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    app.add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, example_control_system);
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    // Unfortunately, MSAA and HDR are not supported simultaneously under WebGL.
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    // Since this example uses HDR, we must disable MSAA for WASM builds, at least
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    // until WebGPU is ready and no longer behind a feature flag in Web browsers.
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    #[cfg(target_arch = "wasm32")]
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    app.insert_resource(Msaa::Off);
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    app.run();
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}
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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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    asset_server: Res<AssetServer>,
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) {
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    let base_color = Color::rgba(0.9, 0.2, 0.3, 1.0);
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    let icosphere_mesh = meshes.add(
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        Mesh::try_from(shape::Icosphere {
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            radius: 0.9,
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            subdivisions: 7,
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        })
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        .unwrap(),
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    );
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    // Opaque
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    let opaque = commands
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        .spawn((
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            PbrBundle {
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                mesh: icosphere_mesh.clone(),
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                material: materials.add(StandardMaterial {
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                    base_color,
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                    alpha_mode: AlphaMode::Opaque,
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                    ..default()
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                }),
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                transform: Transform::from_xyz(-4.0, 0.0, 0.0),
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                ..default()
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            },
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            ExampleControls {
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                unlit: true,
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                color: true,
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            },
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        ))
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        .id();
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    // Blend
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    let blend = commands
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        .spawn((
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            PbrBundle {
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                mesh: icosphere_mesh.clone(),
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                material: materials.add(StandardMaterial {
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                    base_color,
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                    alpha_mode: AlphaMode::Blend,
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                    ..default()
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                }),
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                transform: Transform::from_xyz(-2.0, 0.0, 0.0),
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                ..default()
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            },
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            ExampleControls {
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                unlit: true,
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                color: true,
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            },
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        ))
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        .id();
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    // Premultiplied
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    let premultiplied = commands
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        .spawn((
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            PbrBundle {
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                mesh: icosphere_mesh.clone(),
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                material: materials.add(StandardMaterial {
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                    base_color,
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                    alpha_mode: AlphaMode::Premultiplied,
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                    ..default()
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                }),
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                transform: Transform::from_xyz(0.0, 0.0, 0.0),
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                ..default()
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            },
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            ExampleControls {
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                unlit: true,
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                color: true,
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            },
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        ))
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        .id();
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    // Add
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    let add = commands
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        .spawn((
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            PbrBundle {
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                mesh: icosphere_mesh.clone(),
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                material: materials.add(StandardMaterial {
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                    base_color,
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                    alpha_mode: AlphaMode::Add,
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                    ..default()
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                }),
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                transform: Transform::from_xyz(2.0, 0.0, 0.0),
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                ..default()
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            },
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            ExampleControls {
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                unlit: true,
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                color: true,
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            },
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        ))
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        .id();
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    // Multiply
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    let multiply = commands
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        .spawn((
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            PbrBundle {
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                mesh: icosphere_mesh,
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                material: materials.add(StandardMaterial {
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                    base_color,
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                    alpha_mode: AlphaMode::Multiply,
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                    ..default()
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                }),
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                transform: Transform::from_xyz(4.0, 0.0, 0.0),
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                ..default()
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            },
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            ExampleControls {
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                unlit: true,
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                color: true,
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            },
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        ))
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        .id();
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    // Chessboard Plane
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    let black_material = materials.add(Color::BLACK.into());
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    let white_material = materials.add(Color::WHITE.into());
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    let plane_mesh = meshes.add(shape::Plane::from_size(2.0).into());
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    for x in -3..4 {
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        for z in -3..4 {
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            commands.spawn((
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                PbrBundle {
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                    mesh: plane_mesh.clone(),
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                    material: if (x + z) % 2 == 0 {
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                        black_material.clone()
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                    } else {
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                        white_material.clone()
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                    },
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                    transform: Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
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                    ..default()
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                },
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                ExampleControls {
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                    unlit: false,
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                    color: true,
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                },
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            ));
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        }
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    }
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    // Light
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    commands.spawn(PointLightBundle {
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        transform: Transform::from_xyz(4.0, 8.0, 4.0),
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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(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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    // Controls Text
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    let text_style = TextStyle {
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        font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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        font_size: 18.0,
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        color: Color::BLACK,
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    };
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    let label_text_style = TextStyle {
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        font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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        font_size: 25.0,
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        color: Color::ORANGE,
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    };
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    commands.spawn(
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        TextBundle::from_section(
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            "Up / Down — Increase / Decrease Alpha\nLeft / Right — Rotate Camera\nH - Toggle HDR\nSpacebar — Toggle Unlit\nC — Randomize Colors",
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            text_style.clone(),
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        )
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            top: Val::Px(10.0),
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            left: Val::Px(10.0),
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            ..default()
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        }),
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    );
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    commands.spawn((
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        TextBundle::from_section("", text_style).with_style(Style {
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            position_type: PositionType::Absolute,
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            top: Val::Px(10.0),
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            right: Val::Px(10.0),
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            ..default()
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        }),
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        ExampleDisplay,
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    ));
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    let mut label = |entity: Entity, label: &str| {
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        commands
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            .spawn((
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                NodeBundle {
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                    style: Style {
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                        position_type: PositionType::Absolute,
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                        ..default()
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                    },
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                    ..default()
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                },
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                ExampleLabel { entity },
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            ))
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            .with_children(|parent| {
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                parent.spawn(
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                    TextBundle::from_section(label, label_text_style.clone())
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                        .with_style(Style {
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                            position_type: PositionType::Absolute,
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                            bottom: Val::ZERO,
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                            ..default()
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                        })
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                        .with_no_wrap(),
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                );
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            });
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    };
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    label(opaque, "┌─ Opaque\n│\n│\n│\n│");
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    label(blend, "┌─ Blend\n│\n│\n│");
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    label(premultiplied, "┌─ Premultiplied\n│\n│");
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    label(add, "┌─ Add\n│");
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    label(multiply, "┌─ Multiply");
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}
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#[derive(Component)]
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struct ExampleControls {
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    unlit: bool,
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    color: bool,
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}
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#[derive(Component)]
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struct ExampleLabel {
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    entity: Entity,
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}
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struct ExampleState {
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    alpha: f32,
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    unlit: bool,
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}
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#[derive(Component)]
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struct ExampleDisplay;
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impl Default for ExampleState {
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    fn default() -> Self {
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        ExampleState {
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            alpha: 0.9,
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            unlit: false,
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        }
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    }
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}
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#[allow(clippy::too_many_arguments)]
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fn example_control_system(
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    mut materials: ResMut<Assets<StandardMaterial>>,
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    controllable: Query<(&Handle<StandardMaterial>, &ExampleControls)>,
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    mut camera: Query<(&mut Camera, &mut Transform, &GlobalTransform), With<Camera3d>>,
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    mut labels: Query<(&mut Style, &ExampleLabel)>,
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    mut display: Query<&mut Text, With<ExampleDisplay>>,
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    labelled: Query<&GlobalTransform>,
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    mut state: Local<ExampleState>,
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    time: Res<Time>,
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    input: Res<Input<KeyCode>>,
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) {
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    if input.pressed(KeyCode::Up) {
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        state.alpha = (state.alpha + time.delta_seconds()).min(1.0);
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    } else if input.pressed(KeyCode::Down) {
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        state.alpha = (state.alpha - time.delta_seconds()).max(0.0);
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    }
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    if input.just_pressed(KeyCode::Space) {
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        state.unlit = !state.unlit;
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    }
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    let randomize_colors = input.just_pressed(KeyCode::C);
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    for (material_handle, controls) in &controllable {
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        let material = materials.get_mut(material_handle).unwrap();
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        material.base_color.set_a(state.alpha);
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        if controls.color && randomize_colors {
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            material.base_color.set_r(random());
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            material.base_color.set_g(random());
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            material.base_color.set_b(random());
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        }
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        if controls.unlit {
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            material.unlit = state.unlit;
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        }
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    }
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    let (mut camera, mut camera_transform, camera_global_transform) = camera.single_mut();
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    if input.just_pressed(KeyCode::H) {
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        camera.hdr = !camera.hdr;
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    }
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    let rotation = if input.pressed(KeyCode::Left) {
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        time.delta_seconds()
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    } else if input.pressed(KeyCode::Right) {
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        -time.delta_seconds()
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    } else {
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        0.0
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    };
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    camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(rotation));
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    for (mut style, label) in &mut labels {
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        let world_position = labelled.get(label.entity).unwrap().translation() + Vec3::Y;
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        let viewport_position = camera
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            .world_to_viewport(camera_global_transform, world_position)
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            .unwrap();
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        style.top = Val::Px(viewport_position.y);
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        style.left = Val::Px(viewport_position.x);
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    }
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    let mut display = display.single_mut();
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    display.sections[0].value = format!(
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        "  HDR: {}\nAlpha: {:.2}",
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        if camera.hdr { "ON " } else { "OFF" },
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        state.alpha
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    );
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}
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