mirror of
https://github.com/storytold/storyteller-bevy.git
synced 2026-10-13 23:52:55 +00:00
Camera controller, basic test scene
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Generated
+1
@@ -1803,6 +1803,7 @@ name = "hello-world"
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version = "0.1.0"
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dependencies = [
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"bevy",
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"console_error_panic_hook",
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]
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[[package]]
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@@ -8,6 +8,9 @@ edition = "2021"
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[dependencies]
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bevy = { workspace = true }
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[target.'cfg(target_family = "wasm")'.dependencies]
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console_error_panic_hook = "0.1.7"
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[target.'cfg(not(target_family = "wasm"))'.dependencies.bevy]
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workspace = true
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features = ["dynamic_linking"]
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@@ -0,0 +1,49 @@
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// TODO: Figure out how many of these imports we actually need
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#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::mesh_bindings
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#import bevy_pbr::mesh_functions
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#import bevy_pbr::prepass_utils
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#import bevy_pbr::mesh_vertex_output MeshVertexOutput
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fn inv_lerp(a: f32, b: f32, v: f32) -> f32 {
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if (a == b) { return 1.0; }
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return (v - a) / (b - a);
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}
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fn grid_lines(pos: vec4<f32>, depth: f32, scale: f32, depth_min: f32, depth_max: f32) -> f32 {
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let ref_coords = abs(pos) * scale;
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// TODO: `modf` no longer takes a pointer as its second argument, but that
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// change is not yet reflected in the Naga version used at time of writing.
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// When Bevy updates its Naga dependency, this will need to be updated:
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// ```
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// let fracs = modf(ref_coords).fract;
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// ```
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// Reference: https://www.w3.org/TR/2023/WD-WGSL-20230927/#modf-builtin
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var wholes = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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modf(ref_coords, &wholes);
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let fracs = ref_coords - wholes;
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let thickness = (0.0333 * scale) / (depth * 100.0);
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var x = smoothstep(0.0, thickness, fracs.x);
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var z = smoothstep(0.0, thickness, fracs.z);
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let value = 1.0 - saturate(x * z);
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let mask = inv_lerp(depth_min, depth_max, depth);
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return saturate(value * mask);
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}
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@fragment
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fn fragment(in: MeshVertexOutput) -> @location(0) vec4<f32> {
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let depth = in.position.z;
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let pos = in.world_position;
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let dense = grid_lines(pos, depth, 1.0, 0.0001, 0.01);
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let sparse = grid_lines(pos, depth, 0.1, 0.00005, 0.005);
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return vec4<f32>(1.0, 1.0, 1.0, 1.0) * 0.5 * saturate(dense + sparse);
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}
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+29
-2
@@ -1,14 +1,41 @@
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use bevy::prelude::*;
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mod orbit_cam;
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mod people;
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mod test_scene;
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use orbit_cam::{OrbitCam, OrbitCamPlugin};
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use test_scene::TestScenePlugin;
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fn main() {
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#[cfg(target_arch = "wasm32")]
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console_error_panic_hook::set_once();
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App::new()
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.add_plugins((DefaultPlugins, people::Plugin))
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.add_plugins((
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DefaultPlugins,
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people::Plugin,
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OrbitCamPlugin,
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TestScenePlugin,
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))
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.add_systems(Startup, hello_world)
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.add_systems(Update, draw_world_axes.after(orbit_cam::pan_orbit_camera))
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.run();
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}
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fn hello_world() {
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println!("Hello, world!");
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info!("Hello, world!");
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}
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fn draw_world_axes(mut gizmos: Gizmos, q: Query<&OrbitCam>) {
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let &OrbitCam { focus, radius, .. } = q.single();
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let mut draw_axis = |direction: Vec3, color: Color| {
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let end = focus + direction * radius / 15.;
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gizmos.line(focus, end, color);
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};
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draw_axis(Vec3::X, Color::RED);
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draw_axis(Vec3::Y, Color::GREEN);
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draw_axis(Vec3::Z, Color::BLUE);
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}
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@@ -0,0 +1,169 @@
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use std::f32::consts;
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use bevy::{
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core_pipeline::prepass::{DepthPrepass, NormalPrepass},
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input::mouse::{MouseButton, MouseMotion},
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prelude::*,
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window::PrimaryWindow,
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};
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pub struct OrbitCamPlugin;
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impl Plugin for OrbitCamPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, spawn_camera)
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.add_systems(Update, pan_orbit_camera);
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}
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}
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#[derive(Component)]
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pub struct OrbitCam {
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pub focus: Vec3,
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pub radius: f32,
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pub upside_down: bool,
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}
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impl OrbitCam {
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// TODO: Make these configurable
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const ORBIT_BTN: MouseButton = MouseButton::Left;
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const PAN_BTN: MouseButton = MouseButton::Middle;
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const ZOOM_BTN: MouseButton = MouseButton::Right;
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}
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impl Default for OrbitCam {
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fn default() -> Self {
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Self {
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focus: Vec3::ZERO,
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radius: 10.0,
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upside_down: false,
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}
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}
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}
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enum ControlMode {
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Orbit,
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Pan,
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Zoom,
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}
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fn spawn_camera(mut cmd: Commands) {
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let camera_xform = Transform::from_xyz(-2.5, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y);
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cmd.spawn((
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Camera3dBundle {
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transform: camera_xform,
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..default()
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},
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DepthPrepass,
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NormalPrepass,
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OrbitCam {
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radius: camera_xform.translation.length(),
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..default()
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},
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));
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}
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pub fn pan_orbit_camera(
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window: Query<&Window, With<PrimaryWindow>>,
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mut mouse_motion: EventReader<MouseMotion>,
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mouse_buttons: Res<Input<MouseButton>>,
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keyboard: Res<Input<KeyCode>>,
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mut camera: Query<(&mut OrbitCam, &mut Transform, &Projection)>,
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) {
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if !(keyboard.pressed(KeyCode::AltLeft) || keyboard.pressed(KeyCode::AltRight)) {
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return;
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}
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let (mut orbit, mut xform, proj) = camera.single_mut();
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if mouse_buttons.just_pressed(OrbitCam::ORBIT_BTN)
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|| mouse_buttons.just_released(OrbitCam::ORBIT_BTN)
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{
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orbit.upside_down = xform.up().y <= 0.0;
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}
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let control_mode = if mouse_buttons.pressed(OrbitCam::ORBIT_BTN) {
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ControlMode::Orbit
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} else if mouse_buttons.pressed(OrbitCam::ZOOM_BTN) {
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ControlMode::Zoom
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} else if mouse_buttons.pressed(OrbitCam::PAN_BTN) {
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ControlMode::Pan
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} else {
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return;
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};
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let window = window.single();
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let mouse_delta = mouse_motion
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.into_iter()
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.fold(Vec2::ZERO, |accum, current| accum + current.delta);
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match control_mode {
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ControlMode::Orbit => {
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do_orbit(window, mouse_delta, &mut xform, &orbit);
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}
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ControlMode::Pan => {
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do_pan(proj, window, mouse_delta, &mut xform, &mut orbit);
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}
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ControlMode::Zoom => {
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let delta = (mouse_delta.y * 1.5) / window.height();
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orbit.radius -= orbit.radius * delta;
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xform.translation = orbit.focus + xform.back() * orbit.radius;
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}
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}
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}
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#[inline]
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fn do_orbit(win: &Window, mouse_delta: Vec2, xform: &mut Transform, orbit: &OrbitCam) {
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// Translate to origin
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xform.translation += xform.forward() * orbit.radius;
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// Calculate rotation
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let delta_x = {
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let delta = mouse_delta.x / win.width() * consts::PI * 2.0;
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match orbit.upside_down {
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true => -delta,
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false => delta,
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}
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};
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let delta_y = mouse_delta.y / win.height() * consts::PI;
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let yaw = Quat::from_rotation_y(-delta_x);
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let pitch = Quat::from_rotation_x(-delta_y);
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// Rotate around global Y and local X
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xform.rotation = yaw * xform.rotation;
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xform.rotation *= pitch;
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// Translate back to the original position
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xform.translation += xform.back() * orbit.radius;
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}
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#[inline]
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fn do_pan(
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proj: &Projection,
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win: &Window,
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mouse_delta: Vec2,
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xform: &mut Transform,
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orbit: &mut OrbitCam,
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) {
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// Normalize the pan distance with respect to the window resolution
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let pan = match proj {
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Projection::Perspective(p) => {
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mouse_delta
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* Vec2 {
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x: (p.fov * p.aspect_ratio) / win.width(),
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y: p.fov / win.height(),
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}
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}
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_ => mouse_delta,
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};
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// Pan along local XY plane, with the distance scaled by the radius
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let up = xform.up();
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let left = xform.left();
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let delta = (pan.y * up + pan.x * left) * orbit.radius * 0.8;
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// Update camera translation and focus point
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xform.translation += delta;
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orbit.focus += delta;
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}
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@@ -1,7 +1,9 @@
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use std::time::Duration;
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use bevy::{
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prelude::{App, Commands, Component, Query, Res, ResMut, Resource, Startup, Update, With},
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prelude::{
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info, App, Commands, Component, Query, Res, ResMut, Resource, Startup, Update, With,
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},
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time::{Time, TimerMode},
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};
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@@ -48,7 +50,7 @@ fn startup(mut cmds: Commands) {
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fn greet(time: Res<Time>, mut timer: ResMut<Timer>, q: Query<&Name, With<Person>>) {
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if timer.tick(time.delta()).just_finished() {
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for name in &q {
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println!("Hello, {}!", name.0);
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info!("Hello, {}!", name.0);
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}
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}
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}
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@@ -0,0 +1,78 @@
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use bevy::{
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pbr::NotShadowCaster,
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prelude::*,
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reflect::{TypePath, TypeUuid},
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render::render_resource::{AsBindGroup, ShaderRef},
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};
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pub struct TestScenePlugin;
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impl Plugin for TestScenePlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(ClearColor(Color::hsl(0.0, 0.0, 0.25)))
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.add_plugins(MaterialPlugin::<ProceduralGridMaterial> {
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prepass_enabled: true,
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..default()
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})
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.add_systems(Startup, spawn_scene);
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}
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}
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fn spawn_scene(
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mut cmd: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut std_mats: ResMut<Assets<StandardMaterial>>,
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mut mat_proc_grid: ResMut<Assets<ProceduralGridMaterial>>,
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) {
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let mut light_xform = Transform::IDENTITY;
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light_xform.rotation = Quat::from_rotation_y(f32::to_radians(-70.0)) * light_xform.rotation;
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light_xform.rotation *= Quat::from_rotation_x(f32::to_radians(-60.0));
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cmd.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: 25_000.0,
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shadows_enabled: true,
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..default()
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},
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transform: light_xform,
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..default()
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});
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// Cube
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cmd.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: std_mats.add(StandardMaterial {
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base_color: Color::SILVER,
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..default()
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}),
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transform: Transform::IDENTITY,
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..default()
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});
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// Plane
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cmd.spawn((
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MaterialMeshBundle {
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mesh: meshes.add(Mesh::from(shape::Plane {
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size: 10_000.0,
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subdivisions: 0,
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})),
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material: mat_proc_grid.add(ProceduralGridMaterial {}),
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..default()
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},
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NotShadowCaster,
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));
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}
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#[derive(AsBindGroup, Clone, TypePath, TypeUuid)]
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#[uuid = "CE331A13-F247-4F5B-A75E-670B2BD5776A"]
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struct ProceduralGridMaterial {}
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impl Material for ProceduralGridMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/procedural_grid.wgsl".into()
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}
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fn alpha_mode(&self) -> AlphaMode {
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AlphaMode::Blend
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}
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}
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