# Objective - Fixes #6476 ## Solution - Return error instead of panic through `TryFrom` - ~~Add `.except()` in examples~~ - Add `.unwrap()` in examples
		
			
				
	
	
		
			327 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			327 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how shadow biases affect shadows in a 3d scene.
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use std::f32::consts::PI;
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use bevy::{input::mouse::MouseMotion, prelude::*};
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fn main() {
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    println!(
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        "Controls:
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    WSAD   - forward/back/strafe left/right
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    LShift - 'run'
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    E      - up
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    Q      - down
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    L      - switch between directional and point lights
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    1/2    - decrease/increase point light depth bias
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    3/4    - decrease/increase point light normal bias
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    5/6    - decrease/increase direction light depth bias
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    7/8    - decrease/increase direction light normal bias"
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    );
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_startup_system(setup)
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        .add_system(adjust_point_light_biases)
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        .add_system(toggle_light)
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        .add_system(adjust_directional_light_biases)
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        .add_system(camera_controller)
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        .run();
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}
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/// set up a 3D scene to test shadow biases and perspective projections
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    let spawn_plane_depth = 500.0f32;
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    let spawn_height = 2.0;
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    let sphere_radius = 0.25;
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    let white_handle = materials.add(StandardMaterial {
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        base_color: Color::WHITE,
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        perceptual_roughness: 1.0,
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        ..default()
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    });
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    let sphere_handle = meshes.add(
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        Mesh::try_from(shape::Icosphere {
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            radius: sphere_radius,
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            ..default()
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        })
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        .unwrap(),
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    );
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    println!("Using DirectionalLight");
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    commands.spawn(PointLightBundle {
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        transform: Transform::from_xyz(5.0, 5.0, 0.0),
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        point_light: PointLight {
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            intensity: 0.0,
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            range: spawn_plane_depth,
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            color: Color::WHITE,
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            shadow_depth_bias: 0.0,
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            shadow_normal_bias: 0.0,
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            shadows_enabled: true,
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            ..default()
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        },
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        ..default()
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    });
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    commands.spawn(DirectionalLightBundle {
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        directional_light: DirectionalLight {
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            illuminance: 100000.0,
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            shadow_projection: OrthographicProjection {
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                left: -0.35,
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                right: 500.35,
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                bottom: -0.1,
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                top: 5.0,
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                near: -5.0,
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                far: 5.0,
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                ..default()
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            },
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            shadow_depth_bias: 0.0,
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            shadow_normal_bias: 0.0,
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            shadows_enabled: true,
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            ..default()
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        },
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        transform: Transform::from_rotation(Quat::from_euler(
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            EulerRot::ZYX,
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            0.0,
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            PI / 2.,
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            -PI / 4.,
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        )),
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        ..default()
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    });
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    // camera
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    commands.spawn((
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        Camera3dBundle {
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            transform: Transform::from_xyz(-1.0, 1.0, 1.0)
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                .looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
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            ..default()
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        },
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        CameraController::default(),
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    ));
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    for z_i32 in -spawn_plane_depth as i32..=0 {
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        commands.spawn(PbrBundle {
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            mesh: sphere_handle.clone(),
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            material: white_handle.clone(),
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            transform: Transform::from_xyz(0.0, spawn_height, z_i32 as f32),
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            ..default()
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        });
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    }
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    // ground plane
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Mesh::from(shape::Plane {
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            size: 2.0 * spawn_plane_depth,
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        })),
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        material: white_handle,
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        ..default()
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    });
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}
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fn toggle_light(
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    input: Res<Input<KeyCode>>,
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    mut point_lights: Query<&mut PointLight>,
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    mut directional_lights: Query<&mut DirectionalLight>,
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) {
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    if input.just_pressed(KeyCode::L) {
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        for mut light in &mut point_lights {
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            light.intensity = if light.intensity == 0.0 {
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                println!("Using PointLight");
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                100000000.0
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            } else {
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                0.0
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            };
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        }
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        for mut light in &mut directional_lights {
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            light.illuminance = if light.illuminance == 0.0 {
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                println!("Using DirectionalLight");
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                100000.0
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            } else {
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                0.0
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            };
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        }
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    }
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}
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fn adjust_point_light_biases(input: Res<Input<KeyCode>>, mut query: Query<&mut PointLight>) {
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    let depth_bias_step_size = 0.01;
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    let normal_bias_step_size = 0.1;
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    for mut light in &mut query {
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        if input.just_pressed(KeyCode::Key1) {
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            light.shadow_depth_bias -= depth_bias_step_size;
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            println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias);
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        }
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        if input.just_pressed(KeyCode::Key2) {
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            light.shadow_depth_bias += depth_bias_step_size;
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            println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias);
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        }
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        if input.just_pressed(KeyCode::Key3) {
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            light.shadow_normal_bias -= normal_bias_step_size;
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            println!(
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                "PointLight shadow_normal_bias: {}",
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                light.shadow_normal_bias
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            );
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        }
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        if input.just_pressed(KeyCode::Key4) {
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            light.shadow_normal_bias += normal_bias_step_size;
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            println!(
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                "PointLight shadow_normal_bias: {}",
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                light.shadow_normal_bias
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            );
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        }
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    }
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}
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fn adjust_directional_light_biases(
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    input: Res<Input<KeyCode>>,
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    mut query: Query<&mut DirectionalLight>,
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) {
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    let depth_bias_step_size = 0.01;
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    let normal_bias_step_size = 0.1;
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    for mut light in &mut query {
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        if input.just_pressed(KeyCode::Key5) {
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            light.shadow_depth_bias -= depth_bias_step_size;
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            println!(
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                "DirectionalLight shadow_depth_bias: {}",
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                light.shadow_depth_bias
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            );
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        }
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        if input.just_pressed(KeyCode::Key6) {
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            light.shadow_depth_bias += depth_bias_step_size;
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            println!(
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                "DirectionalLight shadow_depth_bias: {}",
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                light.shadow_depth_bias
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            );
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        }
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        if input.just_pressed(KeyCode::Key7) {
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            light.shadow_normal_bias -= normal_bias_step_size;
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            println!(
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                "DirectionalLight shadow_normal_bias: {}",
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                light.shadow_normal_bias
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            );
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        }
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        if input.just_pressed(KeyCode::Key8) {
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            light.shadow_normal_bias += normal_bias_step_size;
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            println!(
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                "DirectionalLight shadow_normal_bias: {}",
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                light.shadow_normal_bias
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            );
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        }
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    }
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}
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#[derive(Component)]
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struct CameraController {
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    pub enabled: bool,
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    pub sensitivity: f32,
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    pub key_forward: KeyCode,
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    pub key_back: KeyCode,
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    pub key_left: KeyCode,
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    pub key_right: KeyCode,
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    pub key_up: KeyCode,
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    pub key_down: KeyCode,
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    pub key_run: KeyCode,
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    pub walk_speed: f32,
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    pub run_speed: f32,
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    pub friction: f32,
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    pub pitch: f32,
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    pub yaw: f32,
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    pub velocity: Vec3,
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}
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impl Default for CameraController {
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    fn default() -> Self {
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        Self {
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            enabled: true,
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            sensitivity: 0.5,
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            key_forward: KeyCode::W,
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            key_back: KeyCode::S,
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            key_left: KeyCode::A,
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            key_right: KeyCode::D,
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            key_up: KeyCode::E,
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            key_down: KeyCode::Q,
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            key_run: KeyCode::LShift,
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            walk_speed: 10.0,
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            run_speed: 30.0,
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            friction: 0.5,
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            pitch: 0.0,
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            yaw: 0.0,
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            velocity: Vec3::ZERO,
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        }
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    }
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}
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fn camera_controller(
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    time: Res<Time>,
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    mut mouse_events: EventReader<MouseMotion>,
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    key_input: Res<Input<KeyCode>>,
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    mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
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) {
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    let dt = time.delta_seconds();
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    // Handle mouse input
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    let mut mouse_delta = Vec2::ZERO;
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    for mouse_event in mouse_events.iter() {
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        mouse_delta += mouse_event.delta;
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    }
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    for (mut transform, mut options) in &mut query {
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        if !options.enabled {
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            continue;
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        }
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        // Handle key input
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        let mut axis_input = Vec3::ZERO;
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        if key_input.pressed(options.key_forward) {
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            axis_input.z += 1.0;
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        }
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        if key_input.pressed(options.key_back) {
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            axis_input.z -= 1.0;
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        }
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        if key_input.pressed(options.key_right) {
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            axis_input.x += 1.0;
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        }
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        if key_input.pressed(options.key_left) {
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            axis_input.x -= 1.0;
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        }
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        if key_input.pressed(options.key_up) {
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            axis_input.y += 1.0;
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        }
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        if key_input.pressed(options.key_down) {
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            axis_input.y -= 1.0;
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        }
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        // Apply movement update
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        if axis_input != Vec3::ZERO {
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            let max_speed = if key_input.pressed(options.key_run) {
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                options.run_speed
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            } else {
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                options.walk_speed
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            };
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            options.velocity = axis_input.normalize() * max_speed;
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        } else {
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            let friction = options.friction.clamp(0.0, 1.0);
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            options.velocity *= 1.0 - friction;
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            if options.velocity.length_squared() < 1e-6 {
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                options.velocity = Vec3::ZERO;
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            }
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        }
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        let forward = transform.forward();
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        let right = transform.right();
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        transform.translation += options.velocity.x * dt * right
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            + options.velocity.y * dt * Vec3::Y
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            + options.velocity.z * dt * forward;
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        if mouse_delta != Vec2::ZERO {
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            // Apply look update
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            options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
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                .clamp(-PI / 2., PI / 2.);
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            options.yaw -= mouse_delta.x * options.sensitivity * dt;
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            transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
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        }
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    }
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}
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