mirror of
https://github.com/storytold/storyteller-bevy.git
synced 2026-10-17 00:13:17 +00:00
485 lines
15 KiB
Rust
485 lines
15 KiB
Rust
use bevy::{
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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, 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::PrefabMarker, space_prefab::component::SceneAutoChild};
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#[cfg(feature = "wasm")]
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use wasm_bindgen::prelude::wasm_bindgen;
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use crate::{
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bvh::{Bvh, CommandsSpawnBvhExt},
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camera_controller::{CameraController, CameraControllerBundle},
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debug::DebugPoint,
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math::{Combinable, Extrema},
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MainCamera,
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};
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pub struct ScenePlugin;
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#[derive(SystemSet, Clone, Copy, PartialEq, Eq, Hash, Debug)]
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pub struct SceneSpawnerSystem;
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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_state::<SceneState>()
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.add_event::<LoadSceneEvent>()
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.add_systems(Startup, initialize)
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.add_systems(
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Update,
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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_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::Active),
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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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#[cfg(feature = "wasm")]
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app.add_systems(
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Update,
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(
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wasm::dispatch_scene_request,
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wasm::notify_state_changes
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.map(bevy::utils::error)
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.run_if(resource_changed::<State<SceneState>>()),
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),
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);
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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)]
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pub struct ActiveScene {
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#[deref]
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pub instance: InstanceId,
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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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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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!(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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st_next.set(SceneState::Loading);
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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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// TODOL This could be converted into an enum that indicates what "kind" of
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// element this is (e.g. StaticMesh, SkinnedMesh, Bone, Light, Camera).
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// We don't have an immediate need for that just yet, but likely will
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// soon.
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/// A tag that identifies its entity as a user-facing scene element like a prop,
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/// a light, or a camera.
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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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pub struct BindPoseLocal(pub Transform);
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#[derive(Component, Clone, Copy, Debug, Deref, DerefMut)]
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pub struct BindPoseGlobal(pub Affine3A);
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#[derive(Component, Clone, Copy, Debug, Deref, DerefMut)]
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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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// 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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cmd.spawn((
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Name::new("Main Camera"),
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MainCamera,
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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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ShadowFilteringMethod::Hardware2x2,
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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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}
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// TODO
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fn spawn_test_bvh(
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mut commands: Commands,
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mut er_bvh_events: EventReader<AssetEvent<Bvh>>,
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r_bvh: Res<TestBvh>,
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) {
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for event in er_bvh_events.read() {
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if matches!(event, AssetEvent::LoadedWithDependencies { .. }) {
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commands.spawn_bvh_with_transform(
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&r_bvh.0,
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Transform::from_scale(Vec3::splat(0.06))
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.with_translation(Vec3::new(0., 1.0, 0.524)),
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);
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}
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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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mut er: EventReader<LoadSceneEvent>,
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mut st_next: ResMut<NextState<SceneState>>,
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) {
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if let Some(id) = er.read().last() {
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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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SceneRoot,
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));
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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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}
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}
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#[derive(Component)]
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pub struct NoMeshElement;
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fn tag_scene_elements(
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mut cmd: Commands,
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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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// but we don't necessarily want to expose those to users a la carte,
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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<
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(Entity,
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&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<SkeletalJoint>>,
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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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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 q_skinned_meshes.iter()
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{
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cmd.entity(ent).insert(NoFrustumCulling);
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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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let local_bind_pose = *q_xforms.p1().get(joint).unwrap();
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cmd.entity(joint).insert((
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SkeletalJoint(Color::BLACK),
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BindPoseLocal(local_bind_pose),
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BindPoseGlobal(global_bind_pose.affine()),
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InvBindPose(global_bind_pose.affine().inverse()),
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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,
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q_aabbs: Query<(&Aabb, &GlobalTransform), With<SceneAutoChild>>,
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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 {
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error!("Failed to get camera controller");
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return;
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};
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let Some(aabb) = Aabb::combine(q_aabbs.iter()) else {
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return;
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};
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let world2cam = cam_xform.compute_matrix().inverse();
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let plane_origin = Vec3::from(aabb.center);
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let plane_normal = cam_xform.forward();
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let Some((_depth, bounding_rect)) = aabb
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.extrema()
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.iter()
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.copied()
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.map(|mut p| {
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cmd.spawn(DebugPoint {
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point: p,
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color: Color::CYAN,
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});
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// Inflate the combined AABB to give the model some breathing room
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p *= 1.5;
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// Project each corner onto the camera plane
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let v = p - plane_origin;
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let proj = p - v.project_onto_normalized(plane_normal);
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cmd.spawn(DebugPoint {
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point: proj,
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color: Color::FUCHSIA,
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});
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// Transform into the camera's local space
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world2cam.transform_point(proj)
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})
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// Fold the camera-space plane-projected points into a bounding rect and view depth
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.fold(None, |accum: Option<(f32, Rect)>, p: Vec3| match accum {
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Some((depth, rect)) => Some((depth, rect.union_point(vec2(p.x, p.y)))),
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None => {
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let depth = p.z.abs();
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let p = vec2(p.x, p.y);
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Some((depth, Rect::from_corners(p, p)))
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}
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})
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else {
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return;
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};
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let pproj = match cam_proj {
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Projection::Perspective(p) => p,
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_ => panic!("Expected a perspective projection"),
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};
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// Formula for the target camera distance
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// (c/o https://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene):
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//
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// d = (s/2) / tan(a/2)
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// where:
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// d = distance
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// s = size of the largest camera-aligned axis in world coords
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// a = field-of-view angle for the same axis
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let Vec2 {
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x: width,
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y: height,
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} = bounding_rect.size();
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let s = f32::max(width, height);
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let a = if s == height {
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pproj.fov
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} else {
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f32::atan(pproj.aspect_ratio * f32::tan(pproj.fov / 2.))
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};
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// // TODO:
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// // According to "I eat babies" at the Ars Technica forums
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// // (https://arstechnica.com/civis/threads/if-you-have-aspect-ratio-and-vertical-fov-can-you-calc-horizontal-fov.37447/):
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// //
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// // tan(fov_v / 2) = y / z
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// // tan(fov_h / 2) = x / z
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// //
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// // Theoretically, this would let us skip some costly tan/atan
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// // computations, but I must be missing something, because just
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// // substituting (s / depth) for the divisor below would make the
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// // whole equation independent of the FOV, which is obviously
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// // wrong.
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// //
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// // Unfortunately I'm embarrassingly bad at algebra, but there
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// // must be some room for simplification here.
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let radius = (s / 2.) / f32::tan(a / 2.);
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cam.focus = aabb.center.into();
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cam.radius = radius;
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cam_xform.translation = cam.focus + cam_xform.back() * radius;
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}
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#[cfg(feature = "wasm")]
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mod wasm {
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use bevy::{prelude::*, window::PrimaryWindow};
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use wasm_bindgen::prelude::*;
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use super::{LoadSceneEvent, SceneState};
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use crate::wasm::{self, StaticBuffer, WasmMessageBuffer};
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static OBJECT_LOAD_REQUEST: WasmMessageBuffer<String> = WasmMessageBuffer::new();
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#[wasm_bindgen(js_name = loadObject)]
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pub fn load_object(id: &str) {
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OBJECT_LOAD_REQUEST.write_message(id.into());
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}
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// FIXME: Is it an object or a scene? Inconsistent terminology is
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// unnecessarily confusing
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pub(super) fn dispatch_scene_request(mut ew_load_scene: EventWriter<LoadSceneEvent>) {
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if let Some(id) = OBJECT_LOAD_REQUEST.take_message() {
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ew_load_scene.send(LoadSceneEvent(id));
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}
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}
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#[wasm_bindgen(typescript_custom_section)]
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const SCENE_STATE_EVENT: &str = r#"
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export interface SceneStateEvent extends CustomEvent {
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type: "scene-state";
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detail: SceneState;
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}
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declare global {
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export interface HTMLElementEventMap {
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"scene-state": SceneStateEvent;
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}
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}
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"#;
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pub(super) fn notify_state_changes(
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r_state: Res<State<SceneState>>,
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q_window: Query<&Window, With<PrimaryWindow>>,
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) -> Result<(), String> {
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if let Ok(window) = q_window.get_single() {
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wasm::dispatch_to_js(window, "scene-state", &(**r_state as u32))?;
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}
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Ok(())
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}
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}
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