mirror of
https://github.com/storytold/storyteller-bevy.git
synced 2026-10-16 00:03:29 +00:00
06751e54f6
This PR implements basic object selection, with help from `bevy_mod_picking` and `bevy_mod_outline`. ### Work Done * Click to select objects in the world * Selected objects become visually highlighted * The selected entity is available globally on the `Res<Selection>` resource * Selected entities can also be queried via the `Selected` marker component * Pressing `F` will "focus" the camera on the selected entity * Pressing `Esc` will clear the active selection ### Known Issues * We're currently using `bevy_mod_picking`'s "Selection" feature, which isn't aware of our own input events. As a consequence, it will select the object under the cursor when releasing `LMB` after orbiting the camera, which is not what we want. This should be pretty easily fixable by dropping `bevy_mod_picking`'s selection feature and reading the object under the cursor in our own click listener that only runs if the LMB event is unhandled. * The skinned mesh is not currently selectable. This is likely fixable by adjusting the logic in `scene::mark_scene_objects`... somehow. The `Gltf` data structure is kind of a nightmare to work with, so this will take some investigation. ### Future Enhancements * For parity with other DCC apps, the "Focus" action should also adjust the camera zoom level to "frame" the selected object in the view. Punting on that for now because I'm not super confident about the math involved. * Group selection with Shift/Ctrl and/or marquee selection would be really nice to have, but probably not critical for now.
278 lines
8.0 KiB
Rust
278 lines
8.0 KiB
Rust
use bevy::{
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asset::LoadState,
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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::{self, Gltf},
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math::vec3,
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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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utils::HashSet,
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};
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use bevy_mod_picking::PickableBundle;
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use crate::{
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camera_controller::{CameraController, CameraControllerBundle, CameraMotionSystem},
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interaction::Selectable,
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skybox::SkyboxId,
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};
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pub struct ScenePlugin;
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impl Plugin for ScenePlugin {
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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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.insert_resource(Msaa::Off)
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.add_plugins(MaterialPlugin::<ProceduralGridMaterial>::default())
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.add_systems(Startup, initialize)
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.add_systems(
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Update,
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mark_scene_objects.run_if(
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resource_exists::<NewGltf>()
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.and_then(gltf_loaded)
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.and_then(gltf_scene_spawned),
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),
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)
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.add_systems(PostUpdate, move_plane_with_camera.after(CameraMotionSystem));
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}
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}
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#[derive(Component)]
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struct WorldGridPlane;
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#[derive(Resource, Deref, DerefMut)]
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struct NewGltf(pub Handle<Gltf>);
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fn initialize(
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mut cmd: Commands,
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assets: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut mat_proc_grid: ResMut<Assets<ProceduralGridMaterial>>,
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) {
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// Skybox
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cmd.insert_resource(SkyboxId("test_scene".into()));
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// glTF scene
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cmd.insert_resource(NewGltf(assets.load("gltf/sample-room.gltf")));
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cmd.spawn((
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Name::new("Scene"),
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SceneBundle {
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scene: assets.load("gltf/sample-room.gltf#Scene0"),
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..default()
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},
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));
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// Camera, graphics settings
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let focus = vec3(0.35011, 0.5, -0.99576);
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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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cmd.spawn((
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Name::new("Main Camera"),
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Camera3dBundle {
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transform: camera_xform,
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tonemapping: Tonemapping::BlenderFilmic,
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camera: Camera {
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hdr: true,
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..default()
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},
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..default()
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},
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CameraControllerBundle::new(focus, camera_xform.translation),
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BloomSettings {
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composite_mode: BloomCompositeMode::EnergyConserving,
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intensity: 0.25,
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prefilter_settings: BloomPrefilterSettings {
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threshold: 0.8,
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threshold_softness: 0.5,
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},
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..default()
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},
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Fxaa::default(),
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));
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// Main light
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// TODO: get Blender to export enough metadata to automate light placements
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cmd.spawn((
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Name::new("Ceiling Light"),
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PointLightBundle {
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point_light: PointLight {
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color: Color::hex("FFE5B4").unwrap(),
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intensity: 200.,
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radius: 0.1,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(0.35263, 2.4348, 0.19601),
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..default()
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},
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));
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// Monitor glow
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cmd.spawn((
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Name::new("Monitor Glow"),
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PointLightBundle {
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point_light: PointLight {
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color: Color::WHITE,
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intensity: 6.,
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radius: 0.25,
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shadows_enabled: false,
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..default()
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},
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transform: Transform::from_xyz(0.42615, 1.0706, -2.0705),
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..default()
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},
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));
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// Plane
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let plane = meshes.add(Mesh::from(shape::Plane {
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size: 200.0,
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subdivisions: 0,
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}));
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let proc_grid = mat_proc_grid.add(ProceduralGridMaterial {});
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cmd.spawn((
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Name::new("World Grid"),
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SpatialBundle::from_transform(Transform::IDENTITY),
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WorldGridPlane,
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))
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.with_children(|parent| {
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parent.spawn((
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MaterialMeshBundle {
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mesh: plane.clone(),
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material: proc_grid.clone(),
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transform: Transform::IDENTITY,
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..default()
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},
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NotShadowCaster,
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));
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parent.spawn((
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MaterialMeshBundle {
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mesh: plane,
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material: proc_grid,
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transform: Transform::IDENTITY.looking_to(Vec3::Z, Vec3::NEG_Y),
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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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}
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fn gltf_loaded(assets: Res<AssetServer>, gltf: Res<NewGltf>) -> bool {
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assets.get_load_state(&**gltf) == LoadState::Loaded
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}
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fn gltf_scene_spawned(
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r_assets: Res<AssetServer>,
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r_gltf: Res<NewGltf>,
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ra_gltfs: Res<Assets<Gltf>>,
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q_scenes: Query<&Handle<Scene>, (With<Name>, With<Children>)>,
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) -> bool {
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let gltf = ra_gltfs.get(&r_gltf).unwrap();
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let Some(gltf_scene_path) = gltf
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.default_scene
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.as_ref()
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.and_then(|handle| r_assets.get_handle_path(handle))
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else {
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return false;
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};
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q_scenes.iter().any(|handle| {
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let Some(path) = r_assets.get_handle_path(handle) else {
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return false;
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};
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path == gltf_scene_path
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})
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}
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fn mark_scene_objects(
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mut cmd: Commands,
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r_gltf: Res<NewGltf>,
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r_assets: Res<AssetServer>,
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ra_gltfs: Res<Assets<Gltf>>,
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ra_gltf_nodes: Res<Assets<gltf::GltfNode>>,
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ra_gltf_meshes: Res<Assets<gltf::GltfMesh>>,
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q_parents: Query<(Entity, &Name, &Children), Without<Selectable>>,
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q_primitives: Query<&Handle<Mesh>>,
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) {
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let gltf = ra_gltfs.get(&r_gltf).unwrap();
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for (ent_parent, name, children) in q_parents.iter() {
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// See if this name matches any of the meshes or nodes in our glTF scene
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let Some(gltf_mesh) = gltf
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.named_meshes
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.get(&**name)
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.cloned()
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.or_else(|| {
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gltf.named_nodes.get(&**name).and_then(|node_handle| {
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ra_gltf_nodes
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.get(node_handle)
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.and_then(|node| node.mesh.clone())
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})
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})
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.and_then(|handle| ra_gltf_meshes.get(&handle))
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else {
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continue;
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};
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// Collect all of the mesh handles in the glTF mesh
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let prims_from_gltf = gltf_mesh
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.primitives
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.iter()
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.filter_map(|prim| r_assets.get_handle_path(&prim.mesh))
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.collect::<HashSet<_>>();
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// Collect all of the mesh handles in this entity's children
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let prims_from_ecs = children
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.iter()
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.filter_map(|ent_child| {
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q_primitives
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.get(*ent_child)
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.ok()
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.and_then(|handle| r_assets.get_handle_path(handle))
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})
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.collect::<HashSet<_>>();
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// If the sets match, this is the entity that represents the glTF mesh
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if prims_from_gltf == prims_from_ecs {
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cmd.entity(ent_parent).insert(Selectable);
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for &ent_child in children.iter() {
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if q_primitives.contains(ent_child) {
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cmd.entity(ent_child).insert(PickableBundle::default());
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}
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}
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}
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}
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cmd.remove_resource::<NewGltf>();
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}
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fn move_plane_with_camera(
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mut plane: Query<(&WorldGridPlane, &mut Transform)>,
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camera: Query<&CameraController, Changed<CameraController>>,
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) {
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if let Ok(&CameraController { focus, .. }) = camera.get_single() {
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let (_, mut xform) = plane.single_mut();
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xform.translation.x = focus.x;
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xform.translation.z = focus.z;
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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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