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https://github.com/storytold/storyteller-bevy.git
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Scene in memory persistance and debug tools (#24)
 Debug tools example --------- Co-authored-by: Danny McGee <dannymcgee@gmail.com>
This commit is contained in:
+156
-201
@@ -1,19 +1,22 @@
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use bevy::{
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asset::AssetPath,
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asset::{DependencyLoadState, LoadState, RecursiveDependencyLoadState},
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core_pipeline::{
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bloom::{BloomCompositeMode, BloomPrefilterSettings, BloomSettings},
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fxaa::Fxaa,
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tonemapping::Tonemapping,
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},
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gltf::Gltf,
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math::{vec2, vec3, Affine3A},
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math::{vec2, Affine3A},
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pbr::ShadowFilteringMethod,
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prelude::*,
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render::{mesh::skinning::SkinnedMesh, primitives::Aabb, view::NoFrustumCulling},
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scene::InstanceId,
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};
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use space_editor::prelude::{space_undo::OneFrameUndoIgnore, PrefabMarker};
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use space_editor::{
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prelude::PrefabMarker,
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space_prefab::{component::SceneAutoChild, editor_registry::EditorRegistryExt},
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};
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#[cfg(feature = "wasm")]
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use wasm_bindgen::prelude::wasm_bindgen;
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@@ -42,29 +45,36 @@ impl Plugin for ScenePlugin {
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(
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spawn_test_bvh.run_if(resource_exists::<TestBvh>()), // TODO
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init_scene_loading,
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tick_scene_loading.run_if(in_state(SceneState::Loading)),
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tick_scene_spawning.run_if(in_state(SceneState::Spawning)),
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)
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.in_set(SceneSpawnerSystem),
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)
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.add_systems(
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OnEnter(SceneState::Loading),
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despawn_previous_scene.in_set(SceneSpawnerSystem),
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)
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.add_systems(
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OnEnter(SceneState::Spawning),
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spawn_next_scene.in_set(SceneSpawnerSystem),
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)
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.add_systems(
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OnEnter(SceneState::Active),
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(
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tag_scene_elements,
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spawn_main_scene_light,
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frame_scene_in_view,
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)
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.in_set(SceneSpawnerSystem),
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(tag_scene_elements, frame_scene_in_view).in_set(SceneSpawnerSystem),
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);
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app.add_systems(Update, tag_scene_elements);
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//Auto loading screen
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//Register handles on which we will look to show loading screen
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app.init_resource::<LoadingQueue>();
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app.add_systems(
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PostUpdate,
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(
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check_loading,
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auto_add_handle::<Scene>,
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auto_add_handle::<Mesh>,
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auto_add_handle::<StandardMaterial>,
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),
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);
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//setup default light
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app.add_systems(Startup, minimal_scene_setup);
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app.editor_registry::<BindPoseLocal>();
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app.editor_registry::<BindPoseGlobal>();
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app.editor_registry::<InvBindPose>();
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#[cfg(feature = "wasm")]
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app.add_systems(
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Update,
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@@ -78,19 +88,28 @@ impl Plugin for ScenePlugin {
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}
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}
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fn minimal_scene_setup(mut cmd: Commands) {
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cmd.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadows_enabled: false,
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illuminance: 20000.0,
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..default()
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},
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transform: Transform::default().looking_at(Vec3::NEG_ONE, Vec3::Y),
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..default()
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})
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.insert(PrefabMarker);
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}
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#[cfg_attr(feature = "wasm", wasm_bindgen)]
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#[derive(States, Clone, Copy, Default, Debug, PartialEq, Eq, Hash)]
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pub enum SceneState {
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#[default]
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None,
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Loading,
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Spawning,
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Active,
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}
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#[derive(Resource, Deref, DerefMut)]
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struct PendingScene(pub Handle<Gltf>);
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#[derive(Resource, Deref)]
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pub struct ActiveScene {
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#[deref]
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@@ -98,6 +117,62 @@ pub struct ActiveScene {
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pub source: Handle<Gltf>,
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}
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#[derive(Resource, Default)]
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pub struct LoadingQueue {
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pub queue: Vec<UntypedHandle>,
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}
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fn check_loading(
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mut loading_queue: ResMut<LoadingQueue>,
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mut st_next: ResMut<NextState<SceneState>>,
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asset_server: Res<AssetServer>,
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) {
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if !loading_queue.queue.is_empty() {
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//filter queue to only include notloaded assets
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let mut not_loaded_count = 0;
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loading_queue.queue.retain(|h| {
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if let Some((load_state, dep_load_state, rec_load_state)) =
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asset_server.get_load_states(h.id())
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{
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let is_loaded = dep_load_state == DependencyLoadState::Loaded;
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let is_failed = dep_load_state == DependencyLoadState::Failed
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|| rec_load_state == RecursiveDependencyLoadState::Failed
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|| load_state == LoadState::Failed;
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if load_state == LoadState::NotLoaded {
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not_loaded_count += 1;
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}
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!(is_failed || is_loaded)
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} else {
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false
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}
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});
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info!("Loading {} assets", loading_queue.queue.len());
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if loading_queue.queue.len() - not_loaded_count == 0 {
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//not change state
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} else {
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st_next.set(SceneState::Loading);
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}
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} else {
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st_next.set(SceneState::Active);
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}
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}
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fn auto_add_handle<T: Asset>(
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mut queue: ResMut<LoadingQueue>,
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query: Query<&Handle<T>, Added<Handle<T>>>,
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) {
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for h in query.iter() {
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queue.queue.push(h.clone().untyped());
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}
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}
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#[derive(Event, Deref)]
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pub struct LoadSceneEvent(pub String);
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@@ -110,25 +185,32 @@ pub struct LoadSceneEvent(pub String);
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#[derive(Component)]
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pub struct SceneElement;
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#[derive(Component)]
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pub struct SceneData {
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pub scene_path: String,
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}
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#[derive(Component)]
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pub struct SkeletalJoint(pub Color);
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#[derive(Component)]
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pub struct SceneRoot;
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#[derive(Resource, Deref, DerefMut)]
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pub struct TestBvh(pub Handle<Bvh>); // TODO
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#[derive(Component, Clone, Copy, Debug, Deref, DerefMut)]
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#[derive(Component, Clone, Copy, Debug, Default, Deref, DerefMut, Reflect)]
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#[reflect(Component)]
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pub struct BindPoseLocal(pub Transform);
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#[derive(Component, Clone, Copy, Debug, Deref, DerefMut)]
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#[derive(Component, Clone, Copy, Debug, Default, Deref, DerefMut, Reflect)]
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#[reflect(Component)]
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pub struct BindPoseGlobal(pub Affine3A);
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#[derive(Component, Clone, Copy, Debug, Deref, DerefMut)]
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#[derive(Component, Clone, Copy, Debug, Default, Deref, DerefMut, Reflect)]
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#[reflect(Component)]
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pub struct InvBindPose(pub Affine3A);
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fn initialize(mut cmd: Commands, r_assets: Res<AssetServer>) {
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fn initialize(mut cmd: Commands) {
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// Camera, graphics settings
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let focus = Vec3::ZERO;
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let camera_xform = Transform::from_xyz(-2.5, 4.5, 5.0).looking_at(focus, Vec3::Y);
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@@ -177,104 +259,29 @@ fn spawn_test_bvh(
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}
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}
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fn init_scene_loading(
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mut cmd: Commands,
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assets: Res<AssetServer>,
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r_active_scene: Option<Res<ActiveScene>>,
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mut er: EventReader<LoadSceneEvent>,
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mut st_next: ResMut<NextState<SceneState>>,
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) {
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fn init_scene_loading(mut cmd: Commands, mut er: EventReader<LoadSceneEvent>) {
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if let Some(id) = er.read().last() {
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let name = &**id;
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let path = format!("gltf/{name}");
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// Avoid trying to re-load this scene if it's already active
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if let Some(active_scene_path) =
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r_active_scene.and_then(|scene| scene.source.path().cloned())
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{
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if active_scene_path == AssetPath::parse(&path) {
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return;
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}
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}
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cmd.insert_resource(PendingScene(assets.load(path)));
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st_next.set(SceneState::Loading);
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}
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}
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fn despawn_previous_scene(mut cmd: Commands, q_scene_root: Query<Entity, With<SceneRoot>>) {
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if let Ok(scene_root) = q_scene_root.get_single() {
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cmd.entity(scene_root).despawn_recursive();
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}
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}
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fn tick_scene_loading(
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r_pending_scene: Res<PendingScene>,
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ra_gltfs: Res<Assets<Gltf>>,
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mut er_scene_events: EventReader<AssetEvent<Scene>>,
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mut st_next: ResMut<NextState<SceneState>>,
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) {
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for event in er_scene_events.read() {
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if let AssetEvent::LoadedWithDependencies { id } = event {
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let gltf = ra_gltfs.get(&**r_pending_scene).unwrap();
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if gltf.default_scene.is_some() && gltf.default_scene.as_ref().unwrap().id() == *id {
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st_next.set(SceneState::Spawning);
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break;
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}
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}
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}
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}
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fn spawn_next_scene(
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mut cmd: Commands,
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ra_gltfs: Res<Assets<Gltf>>,
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r_pending_scene: Res<PendingScene>,
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mut r_scene_spawner: ResMut<SceneSpawner>,
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) {
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let gltf = ra_gltfs.get(&**r_pending_scene).unwrap();
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let scene = gltf
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.default_scene
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.as_ref()
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.expect("Expected glTF to include a default scene");
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let parent = cmd
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.spawn((
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Name::new("Scene"),
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SceneRoot,
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SceneElement,
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info!("Loading scene: {}", id.0);
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cmd.spawn((
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SpatialBundle::default(),
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space_editor::prelude::GltfPrefab {
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path: format!("gltf/{}", id.0),
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scene: "Scene0".to_string(),
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},
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PrefabMarker,
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OneFrameUndoIgnore::default(), //To prevert undo try to register add event
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))
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.id();
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let instance = r_scene_spawner.spawn_as_child(scene.clone(), parent);
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cmd.remove_resource::<PendingScene>();
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cmd.insert_resource(ActiveScene {
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instance,
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source: r_pending_scene.clone(),
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});
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}
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fn tick_scene_spawning(
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r_scene_spawner: Res<SceneSpawner>,
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r_active_scene: Res<ActiveScene>,
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mut st_next: ResMut<NextState<SceneState>>,
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) {
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// TODO: The instance is considered "ready" even if shaders still need to be
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// compiled, so this event isn't really sufficient for controlling a
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// loading screen.
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if r_scene_spawner.instance_is_ready(**r_active_scene) {
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st_next.set(SceneState::Active);
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SceneRoot,
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));
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}
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}
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#[derive(Component)]
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pub struct NoMeshElement;
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#[derive(Component)]
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pub struct InitedKointSkinnedMesh;
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fn tag_scene_elements(
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mut cmd: Commands,
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r_scene_spawner: Res<SceneSpawner>,
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r_active_scene: Res<ActiveScene>,
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ra_gltfs: Res<Assets<Gltf>>,
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// A "glTF mesh" is actually a container for one or more "glTF primitives",
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// which is basically a bundle of vertices paired with the material used to
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// shade them. It's those "sub-meshes" that carry the actual mesh handles,
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@@ -282,32 +289,39 @@ fn tag_scene_elements(
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// because they often consist of stuff like a single eyeball, or just the
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// leafy parts of a plant. Here we only want to tag the elements that a user
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// might want to individually address when arranging or animating a scene.
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q_named_non_primitives: Query<&Name, Without<Handle<Mesh>>>,
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q_skinned_meshes: Query<&SkinnedMesh>,
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q_named_non_primitives: Query<
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(Entity, &Children),
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(
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With<SceneAutoChild>,
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With<Name>,
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Without<Handle<Mesh>>,
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Without<SceneElement>,
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Without<NoMeshElement>,
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),
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>,
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q_skinned_meshes: Query<(Entity, &SkinnedMesh), Without<InitedKointSkinnedMesh>>,
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mut q_xforms: ParamSet<(TransformHelper, Query<&Transform>)>,
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mesh_entities: Query<Entity, With<Handle<Mesh>>>,
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) {
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let gltf = ra_gltfs.get(&r_active_scene.source).unwrap();
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for (ent, name) in r_scene_spawner
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.iter_instance_entities(**r_active_scene)
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.filter_map(|ent| match q_named_non_primitives.get(ent) {
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Ok(name) => Some((ent, name)),
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_ => None,
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})
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{
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if gltf.named_nodes.contains_key(&**name) {
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cmd.entity(ent).insert(SceneElement).insert(PrefabMarker);
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for (e, children) in q_named_non_primitives.iter() {
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let mut has_mesh = false;
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for child in children {
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if mesh_entities.contains(*child) {
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has_mesh = true;
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break;
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}
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}
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if has_mesh {
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cmd.entity(e).insert(SceneElement);
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} else {
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cmd.entity(e).insert(NoMeshElement);
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}
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}
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for (ent, skinned_mesh) in r_scene_spawner
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.iter_instance_entities(**r_active_scene)
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.filter_map(|ent| match q_skinned_meshes.get(ent) {
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Ok(skinned_mesh) => Some((ent, skinned_mesh)),
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_ => None,
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})
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{
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cmd.entity(ent).insert(NoFrustumCulling);
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for (ent, skinned_mesh) in q_skinned_meshes.iter() {
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cmd.entity(ent)
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.insert(NoFrustumCulling)
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.insert(InitedKointSkinnedMesh);
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for &joint in skinned_mesh.joints.iter() {
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let global_bind_pose = q_xforms.p0().compute_global_transform(joint).unwrap();
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@@ -323,76 +337,17 @@ fn tag_scene_elements(
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}
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}
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fn spawn_main_scene_light(
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mut cmd: Commands,
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r_scene_spawner: Res<SceneSpawner>,
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r_active_scene: Res<ActiveScene>,
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q_aabbs: Query<(&Aabb, &GlobalTransform)>,
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q_scene_root: Query<Entity, With<SceneRoot>>,
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) {
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let Ok(scene_root) = q_scene_root.get_single() else {
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return;
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};
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let Some(aabb) = Aabb::combine(
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r_scene_spawner
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.iter_instance_entities(**r_active_scene)
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.filter_map(|ent| q_aabbs.get(ent).ok()),
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) else {
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return;
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};
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let light_offset_base = vec3(0.5, 1., 1.).normalize();
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let size = f32::max(
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f32::max(aabb.half_extents.x, aabb.half_extents.y),
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aabb.half_extents.z,
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) * 2.;
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let light_pos = Vec3::from(aabb.center) + light_offset_base * size * 2.;
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cmd.spawn(DebugPoint {
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point: light_pos,
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color: Color::WHITE,
|
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});
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cmd.entity(scene_root).with_children(|cmd| {
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cmd.spawn((
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Name::new("Light"),
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SceneElement,
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SpotLightBundle {
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spot_light: SpotLight {
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color: Color::WHITE,
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// TODO: This doesn't scale super well to very large objects
|
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intensity: 200. * size,
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radius: 0.1,
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shadows_enabled: true,
|
||||
shadow_normal_bias: 0.2 * size,
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outer_angle: f32::to_radians(150.),
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inner_angle: f32::to_radians(45.),
|
||||
..default()
|
||||
},
|
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transform: Transform::from_translation(light_pos)
|
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.looking_at(aabb.center.into(), Vec3::Y),
|
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..default()
|
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},
|
||||
));
|
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});
|
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}
|
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|
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fn frame_scene_in_view(
|
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mut cmd: Commands,
|
||||
r_scene_spawner: Res<SceneSpawner>,
|
||||
r_active_scene: Res<ActiveScene>,
|
||||
q_aabbs: Query<(&Aabb, &GlobalTransform)>,
|
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q_aabbs: Query<(&Aabb, &GlobalTransform), With<SceneAutoChild>>,
|
||||
mut q_camera: Query<(&mut CameraController, &mut Transform, &Projection)>,
|
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) {
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let Ok((mut cam, mut cam_xform, cam_proj)) = q_camera.get_single_mut() else {
|
||||
error!("Failed to get camera controller");
|
||||
return;
|
||||
};
|
||||
|
||||
let Some(aabb) = Aabb::combine(
|
||||
r_scene_spawner
|
||||
.iter_instance_entities(**r_active_scene)
|
||||
.filter_map(|ent| q_aabbs.get(ent).ok()),
|
||||
) else {
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||||
let Some(aabb) = Aabb::combine(q_aabbs.iter()) else {
|
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return;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user