425 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			425 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats
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use std::f32::consts::PI;
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use bevy::{
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    asset::LoadState,
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    input::mouse::MouseMotion,
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    pbr::{MaterialPipeline, MaterialPipelineKey},
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    prelude::*,
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    reflect::TypeUuid,
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    render::{
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        mesh::MeshVertexBufferLayout,
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        render_asset::RenderAssets,
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        render_resource::{
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            AsBindGroup, AsBindGroupError, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
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            BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType,
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            OwnedBindingResource, PreparedBindGroup, RenderPipelineDescriptor, SamplerBindingType,
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            ShaderRef, ShaderStages, SpecializedMeshPipelineError, TextureSampleType,
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            TextureViewDescriptor, TextureViewDimension,
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        },
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        renderer::RenderDevice,
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        texture::{CompressedImageFormats, FallbackImage},
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    },
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};
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const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
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    (
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        "textures/Ryfjallet_cubemap.png",
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        CompressedImageFormats::NONE,
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    ),
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    (
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        "textures/Ryfjallet_cubemap_astc4x4.ktx2",
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        CompressedImageFormats::ASTC_LDR,
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    ),
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    (
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        "textures/Ryfjallet_cubemap_bc7.ktx2",
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        CompressedImageFormats::BC,
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    ),
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    (
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        "textures/Ryfjallet_cubemap_etc2.ktx2",
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        CompressedImageFormats::ETC2,
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    ),
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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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        .add_plugin(MaterialPlugin::<CubemapMaterial>::default())
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        .add_systems(Startup, setup)
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        .add_systems(
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            Update,
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            (
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                cycle_cubemap_asset,
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                asset_loaded.after(cycle_cubemap_asset),
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                camera_controller,
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                animate_light_direction,
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            ),
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        )
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        .run();
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}
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#[derive(Resource)]
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struct Cubemap {
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    is_loaded: bool,
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    index: usize,
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    image_handle: Handle<Image>,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // directional 'sun' light
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    commands.spawn(DirectionalLightBundle {
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        directional_light: DirectionalLight {
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            illuminance: 32000.0,
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            ..default()
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        },
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        transform: Transform::from_xyz(0.0, 2.0, 0.0)
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            .with_rotation(Quat::from_rotation_x(-PI / 4.)),
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        ..default()
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    });
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    let skybox_handle = asset_server.load(CUBEMAPS[0].0);
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    // camera
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    commands.spawn((
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        Camera3dBundle {
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            transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, 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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    // ambient light
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    // NOTE: The ambient light is used to scale how bright the environment map is so with a bright
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    // environment map, use an appropriate colour and brightness to match
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    commands.insert_resource(AmbientLight {
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        color: Color::rgb_u8(210, 220, 240),
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        brightness: 1.0,
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    });
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    commands.insert_resource(Cubemap {
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        is_loaded: false,
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        index: 0,
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        image_handle: skybox_handle,
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    });
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}
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const CUBEMAP_SWAP_DELAY: f32 = 3.0;
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fn cycle_cubemap_asset(
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    time: Res<Time>,
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    mut next_swap: Local<f32>,
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    mut cubemap: ResMut<Cubemap>,
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    asset_server: Res<AssetServer>,
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    render_device: Res<RenderDevice>,
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) {
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    let now = time.elapsed_seconds();
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    if *next_swap == 0.0 {
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        *next_swap = now + CUBEMAP_SWAP_DELAY;
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        return;
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    } else if now < *next_swap {
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        return;
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    }
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    *next_swap += CUBEMAP_SWAP_DELAY;
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    let supported_compressed_formats =
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        CompressedImageFormats::from_features(render_device.features());
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    let mut new_index = cubemap.index;
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    for _ in 0..CUBEMAPS.len() {
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        new_index = (new_index + 1) % CUBEMAPS.len();
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        if supported_compressed_formats.contains(CUBEMAPS[new_index].1) {
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            break;
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        }
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        info!("Skipping unsupported format: {:?}", CUBEMAPS[new_index]);
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    }
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    // Skip swapping to the same texture. Useful for when ktx2, zstd, or compressed texture support
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    // is missing
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    if new_index == cubemap.index {
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        return;
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    }
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    cubemap.index = new_index;
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    cubemap.image_handle = asset_server.load(CUBEMAPS[cubemap.index].0);
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    cubemap.is_loaded = false;
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}
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fn asset_loaded(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut images: ResMut<Assets<Image>>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut cubemap_materials: ResMut<Assets<CubemapMaterial>>,
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    mut cubemap: ResMut<Cubemap>,
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    cubes: Query<&Handle<CubemapMaterial>>,
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) {
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    if !cubemap.is_loaded
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        && asset_server.get_load_state(cubemap.image_handle.clone_weak()) == LoadState::Loaded
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    {
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        info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
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        let mut image = images.get_mut(&cubemap.image_handle).unwrap();
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        // NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
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        // so they appear as one texture. The following code reconfigures the texture as necessary.
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        if image.texture_descriptor.array_layer_count() == 1 {
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            image.reinterpret_stacked_2d_as_array(
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                image.texture_descriptor.size.height / image.texture_descriptor.size.width,
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            );
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            image.texture_view_descriptor = Some(TextureViewDescriptor {
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                dimension: Some(TextureViewDimension::Cube),
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                ..default()
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            });
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        }
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        // spawn cube
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        let mut updated = false;
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        for handle in cubes.iter() {
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            if let Some(material) = cubemap_materials.get_mut(handle) {
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                updated = true;
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                material.base_color_texture = Some(cubemap.image_handle.clone_weak());
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            }
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        }
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        if !updated {
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            commands.spawn(MaterialMeshBundle::<CubemapMaterial> {
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                mesh: meshes.add(Mesh::from(shape::Cube { size: 10000.0 })),
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                material: cubemap_materials.add(CubemapMaterial {
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                    base_color_texture: Some(cubemap.image_handle.clone_weak()),
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                }),
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                ..default()
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            });
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        }
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        cubemap.is_loaded = true;
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    }
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}
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fn animate_light_direction(
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    time: Res<Time>,
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    mut query: Query<&mut Transform, With<DirectionalLight>>,
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) {
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    for mut transform in &mut query {
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        transform.rotate_y(time.delta_seconds() * 0.5);
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    }
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}
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "9509a0f8-3c05-48ee-a13e-a93226c7f488"]
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struct CubemapMaterial {
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    base_color_texture: Option<Handle<Image>>,
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}
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impl Material for CubemapMaterial {
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    fn fragment_shader() -> ShaderRef {
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        "shaders/cubemap_unlit.wgsl".into()
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    }
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    fn specialize(
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        _pipeline: &MaterialPipeline<Self>,
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        descriptor: &mut RenderPipelineDescriptor,
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        _layout: &MeshVertexBufferLayout,
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        _key: MaterialPipelineKey<Self>,
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    ) -> Result<(), SpecializedMeshPipelineError> {
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        descriptor.primitive.cull_mode = None;
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        Ok(())
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    }
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}
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impl AsBindGroup for CubemapMaterial {
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    type Data = ();
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    fn as_bind_group(
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        &self,
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        layout: &BindGroupLayout,
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        render_device: &RenderDevice,
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        images: &RenderAssets<Image>,
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        _fallback_image: &FallbackImage,
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    ) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError> {
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        let base_color_texture = self
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            .base_color_texture
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            .as_ref()
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            .ok_or(AsBindGroupError::RetryNextUpdate)?;
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        let image = images
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            .get(base_color_texture)
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            .ok_or(AsBindGroupError::RetryNextUpdate)?;
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        let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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            entries: &[
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                BindGroupEntry {
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                    binding: 0,
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                    resource: BindingResource::TextureView(&image.texture_view),
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                },
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                BindGroupEntry {
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                    binding: 1,
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                    resource: BindingResource::Sampler(&image.sampler),
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                },
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            ],
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            label: Some("cubemap_texture_material_bind_group"),
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            layout,
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        });
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        Ok(PreparedBindGroup {
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            bind_group,
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            bindings: vec![
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                OwnedBindingResource::TextureView(image.texture_view.clone()),
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                OwnedBindingResource::Sampler(image.sampler.clone()),
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            ],
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            data: (),
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        })
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    }
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    fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
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        render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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            entries: &[
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                // Cubemap Base Color Texture
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                BindGroupLayoutEntry {
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                    binding: 0,
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                    visibility: ShaderStages::FRAGMENT,
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                    ty: BindingType::Texture {
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                        multisampled: false,
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                        sample_type: TextureSampleType::Float { filterable: true },
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                        view_dimension: TextureViewDimension::Cube,
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                    },
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                    count: None,
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                },
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                // Cubemap Base Color Texture Sampler
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                BindGroupLayoutEntry {
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                    binding: 1,
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                    visibility: ShaderStages::FRAGMENT,
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                    ty: BindingType::Sampler(SamplerBindingType::Filtering),
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                    count: None,
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                },
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            ],
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            label: None,
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        })
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    }
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}
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#[derive(Component)]
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pub struct CameraController {
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    pub enabled: bool,
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    pub initialized: 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 mouse_key_enable_mouse: MouseButton,
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    pub keyboard_key_enable_mouse: 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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            initialized: false,
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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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            mouse_key_enable_mouse: MouseButton::Left,
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            keyboard_key_enable_mouse: KeyCode::M,
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            walk_speed: 2.0,
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            run_speed: 6.0,
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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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pub fn camera_controller(
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    time: Res<Time>,
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    mut mouse_events: EventReader<MouseMotion>,
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    mouse_button_input: Res<Input<MouseButton>>,
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    key_input: Res<Input<KeyCode>>,
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    mut move_toggled: Local<bool>,
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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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    if let Ok((mut transform, mut options)) = query.get_single_mut() {
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        if !options.initialized {
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            let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
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            options.yaw = yaw;
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            options.pitch = pitch;
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            options.initialized = true;
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        }
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        if !options.enabled {
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            return;
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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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        if key_input.just_pressed(options.keyboard_key_enable_mouse) {
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            *move_toggled = !*move_toggled;
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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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        // Handle mouse input
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        let mut mouse_delta = Vec2::ZERO;
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        if mouse_button_input.pressed(options.mouse_key_enable_mouse) || *move_toggled {
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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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        }
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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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