# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			326 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			326 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates the clearcoat PBR feature.
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//!
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//! Clearcoat is a separate material layer that represents a thin translucent
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//! layer over a material. Examples include (from the Filament spec [1]) car paint,
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//! soda cans, and lacquered wood.
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//!
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//! In glTF, clearcoat is supported via the `KHR_materials_clearcoat` [2]
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//! extension. This extension is well supported by tools; in particular,
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//! Blender's glTF exporter maps the clearcoat feature of its Principled BSDF
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//! node to this extension, allowing it to appear in Bevy.
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//!
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//! This Bevy example is inspired by the corresponding three.js example [3].
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//!
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//! [1]: https://google.github.io/filament/Filament.html#materialsystem/clearcoatmodel
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//!
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//! [2]: https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md
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//!
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//! [3]: https://threejs.org/examples/webgl_materials_physical_clearcoat.html
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use std::f32::consts::PI;
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use bevy::{
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    color::palettes::css::{BLUE, GOLD, WHITE},
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    core_pipeline::{tonemapping::Tonemapping::AcesFitted, Skybox},
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    math::vec3,
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    prelude::*,
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    render::texture::ImageLoaderSettings,
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};
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/// The size of each sphere.
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const SPHERE_SCALE: f32 = 0.9;
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/// The speed at which the spheres rotate, in radians per second.
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const SPHERE_ROTATION_SPEED: f32 = 0.8;
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/// Which type of light we're using: a point light or a directional light.
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#[derive(Clone, Copy, PartialEq, Resource, Default)]
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enum LightMode {
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    #[default]
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    Point,
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    Directional,
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}
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/// Tags the example spheres.
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#[derive(Component)]
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struct ExampleSphere;
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/// Entry point.
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pub fn main() {
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    App::new()
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        .init_resource::<LightMode>()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, animate_light)
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        .add_systems(Update, animate_spheres)
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        .add_systems(Update, (handle_input, update_help_text).chain())
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        .run();
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}
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/// Initializes the 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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    light_mode: Res<LightMode>,
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) {
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    let sphere = create_sphere_mesh(&mut meshes);
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    spawn_car_paint_sphere(&mut commands, &mut materials, &asset_server, &sphere);
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    spawn_coated_glass_bubble_sphere(&mut commands, &mut materials, &sphere);
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    spawn_golf_ball(&mut commands, &asset_server);
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    spawn_scratched_gold_ball(&mut commands, &mut materials, &asset_server, &sphere);
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    spawn_light(&mut commands);
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    spawn_camera(&mut commands, &asset_server);
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    spawn_text(&mut commands, &light_mode);
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}
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/// Generates a sphere.
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fn create_sphere_mesh(meshes: &mut Assets<Mesh>) -> Handle<Mesh> {
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    // We're going to use normal maps, so make sure we've generated tangents, or
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    // else the normal maps won't show up.
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    let mut sphere_mesh = Sphere::new(1.0).mesh().build();
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    sphere_mesh
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        .generate_tangents()
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        .expect("Failed to generate tangents");
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    meshes.add(sphere_mesh)
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}
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/// Spawn a regular object with a clearcoat layer. This looks like car paint.
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fn spawn_car_paint_sphere(
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    commands: &mut Commands,
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    materials: &mut Assets<StandardMaterial>,
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    asset_server: &AssetServer,
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    sphere: &Handle<Mesh>,
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) {
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    commands
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        .spawn((
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            Mesh3d(sphere.clone()),
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            materials.add(StandardMaterial {
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                clearcoat: 1.0,
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                clearcoat_perceptual_roughness: 0.1,
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                normal_map_texture: Some(asset_server.load_with_settings(
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                    "textures/BlueNoise-Normal.png",
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                    |settings: &mut ImageLoaderSettings| settings.is_srgb = false,
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                )),
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                metallic: 0.9,
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                perceptual_roughness: 0.5,
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                base_color: BLUE.into(),
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                ..default()
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            }),
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            Transform::from_xyz(-1.0, 1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
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        ))
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        .insert(ExampleSphere);
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}
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/// Spawn a semitransparent object with a clearcoat layer.
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fn spawn_coated_glass_bubble_sphere(
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    commands: &mut Commands,
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    materials: &mut Assets<StandardMaterial>,
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    sphere: &Handle<Mesh>,
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) {
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    commands
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        .spawn((
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            Mesh3d(sphere.clone()),
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            MeshMaterial3d(materials.add(StandardMaterial {
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                clearcoat: 1.0,
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                clearcoat_perceptual_roughness: 0.1,
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                metallic: 0.5,
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                perceptual_roughness: 0.1,
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                base_color: Color::srgba(0.9, 0.9, 0.9, 0.3),
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                alpha_mode: AlphaMode::Blend,
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                ..default()
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            })),
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            Transform::from_xyz(-1.0, -1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
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        ))
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        .insert(ExampleSphere);
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}
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/// Spawns an object with both a clearcoat normal map (a scratched varnish) and
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/// a main layer normal map (the golf ball pattern).
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///
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/// This object is in glTF format, using the `KHR_materials_clearcoat`
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/// extension.
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fn spawn_golf_ball(commands: &mut Commands, asset_server: &AssetServer) {
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    commands.spawn((
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        SceneRoot(
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            asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/GolfBall/GolfBall.glb")),
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        ),
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        Transform::from_xyz(1.0, 1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
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        ExampleSphere,
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    ));
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}
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/// Spawns an object with only a clearcoat normal map (a scratch pattern) and no
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/// main layer normal map.
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fn spawn_scratched_gold_ball(
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    commands: &mut Commands,
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    materials: &mut Assets<StandardMaterial>,
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    asset_server: &AssetServer,
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    sphere: &Handle<Mesh>,
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) {
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    commands
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        .spawn((
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            Mesh3d(sphere.clone()),
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            MeshMaterial3d(materials.add(StandardMaterial {
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                clearcoat: 1.0,
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                clearcoat_perceptual_roughness: 0.3,
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                clearcoat_normal_texture: Some(asset_server.load_with_settings(
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                    "textures/ScratchedGold-Normal.png",
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                    |settings: &mut ImageLoaderSettings| settings.is_srgb = false,
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                )),
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                metallic: 0.9,
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                perceptual_roughness: 0.1,
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                base_color: GOLD.into(),
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                ..default()
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            })),
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            Transform::from_xyz(1.0, -1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
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        ))
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        .insert(ExampleSphere);
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}
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/// Spawns a light.
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fn spawn_light(commands: &mut Commands) {
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    commands.spawn(create_point_light());
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}
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/// Spawns a camera with associated skybox and environment map.
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fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
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    commands
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        .spawn((
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            Camera3d::default(),
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            Camera {
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                hdr: true,
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                ..default()
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            },
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            Projection::Perspective(PerspectiveProjection {
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                fov: 27.0 / 180.0 * PI,
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                ..default()
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            }),
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            Transform::from_xyz(0.0, 0.0, 10.0),
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            AcesFitted,
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        ))
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        .insert(Skybox {
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            brightness: 5000.0,
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            image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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            ..default()
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        })
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        .insert(EnvironmentMapLight {
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            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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            intensity: 2000.0,
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            ..default()
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        });
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}
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/// Spawns the help text.
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fn spawn_text(commands: &mut Commands, light_mode: &LightMode) {
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    commands.spawn(
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        TextBundle {
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            text: light_mode.create_help_text(),
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            ..default()
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        }
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            bottom: 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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/// Moves the light around.
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fn animate_light(
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    mut lights: Query<&mut Transform, Or<(With<PointLight>, With<DirectionalLight>)>>,
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    time: Res<Time>,
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) {
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    let now = time.elapsed_seconds();
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    for mut transform in lights.iter_mut() {
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        transform.translation = vec3(
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            ops::sin(now * 1.4),
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            ops::cos(now * 1.0),
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            ops::cos(now * 0.6),
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        ) * vec3(3.0, 4.0, 3.0);
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        transform.look_at(Vec3::ZERO, Vec3::Y);
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    }
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}
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/// Rotates the spheres.
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fn animate_spheres(mut spheres: Query<&mut Transform, With<ExampleSphere>>, time: Res<Time>) {
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    let now = time.elapsed_seconds();
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    for mut transform in spheres.iter_mut() {
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        transform.rotation = Quat::from_rotation_y(SPHERE_ROTATION_SPEED * now);
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    }
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}
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/// Handles the user pressing Space to change the type of light from point to
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/// directional and vice versa.
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fn handle_input(
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    mut commands: Commands,
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    mut light_query: Query<Entity, Or<(With<PointLight>, With<DirectionalLight>)>>,
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    keyboard: Res<ButtonInput<KeyCode>>,
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    mut light_mode: ResMut<LightMode>,
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) {
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    if !keyboard.just_pressed(KeyCode::Space) {
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        return;
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    }
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    for light in light_query.iter_mut() {
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        match *light_mode {
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            LightMode::Point => {
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                *light_mode = LightMode::Directional;
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                commands
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                    .entity(light)
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                    .remove::<PointLight>()
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                    .insert(create_directional_light());
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            }
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            LightMode::Directional => {
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                *light_mode = LightMode::Point;
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                commands
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                    .entity(light)
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                    .remove::<DirectionalLight>()
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                    .insert(create_point_light());
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            }
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        }
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    }
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}
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/// Updates the help text at the bottom of the screen.
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fn update_help_text(mut text_query: Query<&mut Text>, light_mode: Res<LightMode>) {
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    for mut text in text_query.iter_mut() {
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        *text = light_mode.create_help_text();
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    }
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}
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/// Creates or recreates the moving point light.
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fn create_point_light() -> PointLight {
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    PointLight {
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        color: WHITE.into(),
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        intensity: 100000.0,
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        ..default()
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    }
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}
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/// Creates or recreates the moving directional light.
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fn create_directional_light() -> DirectionalLight {
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    DirectionalLight {
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        color: WHITE.into(),
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        illuminance: 1000.0,
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        ..default()
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    }
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}
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impl LightMode {
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    /// Creates the help text at the bottom of the screen.
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    fn create_help_text(&self) -> Text {
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        let help_text = match *self {
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            LightMode::Point => "Press Space to switch to a directional light",
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            LightMode::Directional => "Press Space to switch to a point light",
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        };
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        Text::from_section(help_text, TextStyle::default())
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    }
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}
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