# 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.
		
			
				
	
	
		
			275 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			275 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates volumetric fog and lighting (light shafts or god rays).
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use bevy::{
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    color::palettes::css::RED,
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    core_pipeline::{bloom::Bloom, tonemapping::Tonemapping, Skybox},
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    math::vec3,
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    pbr::{FogVolume, VolumetricFog, VolumetricLight},
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    prelude::*,
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};
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const DIRECTIONAL_LIGHT_MOVEMENT_SPEED: f32 = 0.02;
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/// The current settings that the user has chosen.
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#[derive(Resource)]
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struct AppSettings {
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    /// Whether volumetric spot light is on.
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    volumetric_spotlight: bool,
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    /// Whether volumetric point light is on.
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    volumetric_pointlight: bool,
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}
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impl Default for AppSettings {
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    fn default() -> Self {
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        Self {
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            volumetric_spotlight: true,
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            volumetric_pointlight: true,
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        }
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    }
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}
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// Define a struct to store parameters for the point light's movement.
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#[derive(Component)]
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struct MoveBackAndForthHorizontally {
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    min_x: f32,
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    max_x: f32,
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    speed: f32,
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}
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .insert_resource(ClearColor(Color::Srgba(Srgba {
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            red: 0.02,
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            green: 0.02,
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            blue: 0.02,
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            alpha: 1.0,
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        })))
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        .insert_resource(AmbientLight::NONE)
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        .init_resource::<AppSettings>()
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        .add_systems(Startup, setup)
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        .add_systems(Update, tweak_scene)
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        .add_systems(Update, (move_directional_light, move_point_light))
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        .add_systems(Update, adjust_app_settings)
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        .run();
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}
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/// Initializes the scene.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
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    // Spawn the glTF scene.
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    commands.spawn(SceneRoot(asset_server.load(
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        GltfAssetLabel::Scene(0).from_asset("models/VolumetricFogExample/VolumetricFogExample.glb"),
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    )));
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    // Spawn the camera.
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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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            Transform::from_xyz(-1.7, 1.5, 4.5).looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y),
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            Tonemapping::TonyMcMapface,
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            Bloom::default(),
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        ))
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        .insert(Skybox {
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            image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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            brightness: 1000.0,
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            ..default()
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        })
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        .insert(VolumetricFog {
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            // This value is explicitly set to 0 since we have no environment map light
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            ambient_intensity: 0.0,
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            ..default()
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        });
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    // Add the point light
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    commands.spawn((
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        Transform::from_xyz(-0.4, 1.9, 1.0),
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        PointLight {
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            shadows_enabled: true,
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            range: 150.0,
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            color: RED.into(),
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            intensity: 1000.0,
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            ..default()
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        },
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        VolumetricLight,
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        MoveBackAndForthHorizontally {
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            min_x: -1.93,
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            max_x: -0.4,
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            speed: -0.2,
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        },
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    ));
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    // Add the spot light
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    commands.spawn((
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        Transform::from_xyz(-1.8, 3.9, -2.7).looking_at(Vec3::ZERO, Vec3::Y),
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        SpotLight {
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            intensity: 5000.0, // lumens
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            color: Color::WHITE,
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            shadows_enabled: true,
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            inner_angle: 0.76,
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            outer_angle: 0.94,
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            ..default()
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        },
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        VolumetricLight,
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    ));
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    // Add the fog volume.
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    commands.spawn((
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        FogVolume::default(),
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        Transform::from_scale(Vec3::splat(35.0)),
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    ));
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    // Add the help text.
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    commands.spawn(
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        TextBundle {
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            text: create_text(&app_settings),
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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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            top: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        }),
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    );
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}
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fn create_text(app_settings: &AppSettings) -> Text {
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    Text::from_section(
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        format!(
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            "{}\n{}\n{}",
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            "Press WASD or the arrow keys to change the direction of the directional light",
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            if app_settings.volumetric_pointlight {
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                "Press P to turn volumetric point light off"
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            } else {
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                "Press P to turn volumetric point light on"
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            },
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            if app_settings.volumetric_spotlight {
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                "Press L to turn volumetric spot light off"
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            } else {
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                "Press L to turn volumetric spot light on"
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            }
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        ),
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        TextStyle::default(),
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    )
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}
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/// A system that makes directional lights in the glTF scene into volumetric
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/// lights with shadows.
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fn tweak_scene(
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    mut commands: Commands,
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    mut lights: Query<(Entity, &mut DirectionalLight), Changed<DirectionalLight>>,
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) {
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    for (light, mut directional_light) in lights.iter_mut() {
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        // Shadows are needed for volumetric lights to work.
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        directional_light.shadows_enabled = true;
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        commands.entity(light).insert(VolumetricLight);
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    }
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}
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/// Processes user requests to move the directional light.
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fn move_directional_light(
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    input: Res<ButtonInput<KeyCode>>,
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    mut directional_lights: Query<&mut Transform, With<DirectionalLight>>,
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) {
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    let mut delta_theta = Vec2::ZERO;
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    if input.pressed(KeyCode::KeyW) || input.pressed(KeyCode::ArrowUp) {
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        delta_theta.y += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
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    }
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    if input.pressed(KeyCode::KeyS) || input.pressed(KeyCode::ArrowDown) {
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        delta_theta.y -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
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    }
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    if input.pressed(KeyCode::KeyA) || input.pressed(KeyCode::ArrowLeft) {
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        delta_theta.x += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
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    }
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    if input.pressed(KeyCode::KeyD) || input.pressed(KeyCode::ArrowRight) {
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        delta_theta.x -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
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    }
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    if delta_theta == Vec2::ZERO {
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        return;
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    }
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    let delta_quat = Quat::from_euler(EulerRot::XZY, delta_theta.y, 0.0, delta_theta.x);
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    for mut transform in directional_lights.iter_mut() {
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        transform.rotate(delta_quat);
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    }
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}
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// Toggle point light movement between left and right.
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fn move_point_light(
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    timer: Res<Time>,
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    mut objects: Query<(&mut Transform, &mut MoveBackAndForthHorizontally)>,
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) {
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    for (mut transform, mut move_data) in objects.iter_mut() {
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        let mut translation = transform.translation;
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        let mut need_toggle = false;
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        translation.x += move_data.speed * timer.delta_seconds();
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        if translation.x > move_data.max_x {
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            translation.x = move_data.max_x;
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            need_toggle = true;
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        } else if translation.x < move_data.min_x {
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            translation.x = move_data.min_x;
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            need_toggle = true;
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        }
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        if need_toggle {
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            move_data.speed = -move_data.speed;
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        }
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        transform.translation = translation;
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    }
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}
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// Adjusts app settings per user input.
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fn adjust_app_settings(
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    mut commands: Commands,
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut app_settings: ResMut<AppSettings>,
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    mut point_lights: Query<Entity, With<PointLight>>,
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    mut spot_lights: Query<Entity, With<SpotLight>>,
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    mut text: Query<&mut Text>,
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) {
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    // If there are no changes, we're going to bail for efficiency. Record that
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    // here.
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    let mut any_changes = false;
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    // If the user pressed P, toggle volumetric state of the point light.
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    if keyboard_input.just_pressed(KeyCode::KeyP) {
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        app_settings.volumetric_pointlight = !app_settings.volumetric_pointlight;
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        any_changes = true;
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    }
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    // If the user pressed L, toggle volumetric state of the spot light.
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    if keyboard_input.just_pressed(KeyCode::KeyL) {
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        app_settings.volumetric_spotlight = !app_settings.volumetric_spotlight;
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        any_changes = true;
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    }
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    // If there were no changes, bail out.
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    if !any_changes {
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        return;
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    }
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    // Update volumetric settings.
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    for point_light in point_lights.iter_mut() {
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        if app_settings.volumetric_pointlight {
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            commands.entity(point_light).insert(VolumetricLight);
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        } else {
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            commands.entity(point_light).remove::<VolumetricLight>();
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        }
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    }
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    for spot_light in spot_lights.iter_mut() {
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        if app_settings.volumetric_spotlight {
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            commands.entity(spot_light).insert(VolumetricLight);
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        } else {
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            commands.entity(spot_light).remove::<VolumetricLight>();
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        }
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    }
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    // Update the help text.
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    for mut text in text.iter_mut() {
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        *text = create_text(&app_settings);
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    }
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}
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