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371 lines
13 KiB
Rust
371 lines
13 KiB
Rust
use bevy::{
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core_pipeline::clear_color::ClearColorConfig,
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gltf::Gltf,
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input::{
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keyboard::KeyboardInput,
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mouse::{MouseMotion, MouseWheel},
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ButtonState,
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},
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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render::{
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camera::RenderTarget,
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render_resource::{
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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},
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view::RenderLayers,
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},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "GLTF Inspector".into(),
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resolution: (640., 480.).into(),
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..default()
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}),
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..default()
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}))
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// Only run when window is active to reduce cpu cycles
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// .insert_resource(WinitSettings::desktop_app())
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.add_startup_system(load_models)
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.add_startup_system(spawn_base_scene)
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.add_system(spawn_models)
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// .add_system(control_ui)
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.add_system(control_camera)
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.add_system(rotate_model)
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.add_system(zoom_model)
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.add_system(scroll)
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.run();
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}
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///
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/// Stores GLTF handles for later use
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#[derive(Resource)]
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struct Models {
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_handles: Vec<Handle<Gltf>>,
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}
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///
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/// Marks GLTF model as inspectable
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#[derive(Component)]
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struct Inspect;
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#[derive(Component)]
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struct SelectionUI;
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#[derive(Component)]
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struct PreviewCamera;
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#[derive(Component)]
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struct ScrollingList;
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///
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/// Load all GLTF models on startup
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fn load_models(mut commands: Commands, ass: Res<AssetServer>) {
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let weak_handles = ass.load_folder("models").expect("Load gltfs");
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let _handles: Vec<Handle<Gltf>> = weak_handles
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.iter()
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.map(|weak| weak.clone().typed::<Gltf>())
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.collect();
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info!("Scene Handles: {:#?}", _handles);
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commands.insert_resource(Models { _handles });
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}
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///
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/// Spawn base scene
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fn spawn_base_scene(mut commands: Commands) {
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commands.spawn((
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Camera2dBundle {
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camera_2d: Camera2d {
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clear_color: ClearColorConfig::Custom(Color::BLACK),
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},
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..default()
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},
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UiCameraConfig { ..default() },
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SelectionUI,
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));
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}
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fn control_camera(
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mut keyboard_evr: EventReader<KeyboardInput>,
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mut ui_camera: Query<&mut Camera, (With<SelectionUI>, Without<Inspect>)>,
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mut scene_camera: Query<&mut Camera, (With<Inspect>, Without<SelectionUI>)>,
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) {
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for ev in keyboard_evr.iter() {
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match ev {
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KeyboardInput {
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state: ButtonState::Pressed,
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key_code: Some(KeyCode::Space),
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..
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} => {
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// Disable UI camera
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let mut ui_cam = ui_camera.single_mut();
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info!("Toggling UI camera {}", !ui_cam.is_active);
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ui_cam.is_active = !ui_cam.is_active;
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// Enable scene camera
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let mut scene_cam = scene_camera
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.iter_mut()
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.nth(0)
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.expect("Failed to get Scene camera");
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info!("Toggling Scene camera {}", !scene_cam.is_active);
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scene_cam.is_active = !scene_cam.is_active;
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}
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KeyboardInput {
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state: ButtonState::Released,
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key_code: Some(KeyCode::Space),
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..
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} => {
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// No-Op
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}
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_ => {} // No-Op
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}
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}
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}
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///
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/// Spawn a loaded scene for inspection
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/// TODO: Update/add/delete when files are updated
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fn spawn_models(
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mut commands: Commands,
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mut scene_evr: EventReader<AssetEvent<Scene>>,
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mut images: ResMut<Assets<Image>>,
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) {
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if !scene_evr.is_empty() {
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info!("Spawning scenes");
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}
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for ev in scene_evr.iter() {
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match ev {
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AssetEvent::Created { handle } => {
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info!("Creating scene {:#?}", handle);
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// Preview image
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{
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info!("Creating preview");
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let size = Extent3d {
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width: 256,
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height: 256,
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..default()
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};
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// Create render target image for the preview camera
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let mut image = Image {
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texture_descriptor: TextureDescriptor {
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label: None,
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size,
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dimension: TextureDimension::D2,
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format: TextureFormat::Bgra8UnormSrgb,
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mip_level_count: 1,
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sample_count: 1,
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usage: TextureUsages::TEXTURE_BINDING
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| TextureUsages::COPY_DST
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| TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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},
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..default()
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};
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// Fill with zeroes
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image.resize(size);
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let image_handle = images.add(image);
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// Spawn preview camera
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commands.spawn((
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Camera3dBundle {
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camera_3d: Camera3d {
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clear_color: ClearColorConfig::Custom(Color::WHITE),
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..default()
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},
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camera: Camera {
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order: -1,
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target: RenderTarget::Image(image_handle.clone()),
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..default()
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},
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transform: Transform::from_xyz(5.0, 5.0, 5.0)
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.looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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UiCameraConfig { show_ui: false },
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PreviewCamera,
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));
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// UI container
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commands
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.spawn(NodeBundle {
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style: Style t
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{
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justify_content: JustifyContent::Center,
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size: Size::all(Val::Percent(90.0)),
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overflow: Overflow::Hidden,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent
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.spawn((
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NodeBundle {
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style: Style {
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flex_wrap: FlexWrap::Wrap,
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flex_direction: FlexDirection::Row,
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justify_content: JustifyContent::SpaceAround,
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size: Size::AUTO,
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max_size: Size::UNDEFINED,
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..default()
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},
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..default()
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},
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ScrollingList,
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))
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.with_children(|parent| {
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// Preview Image
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let colors = [
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Color::RED,
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Color::GREEN,
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Color::BLUE,
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Color::YELLOW,
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Color::PURPLE,
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];
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for i in 0..5 {
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info!("Spawning image preview");
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parent.spawn(ImageBundle {
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style: Style {
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size: Size::all(Val::Px(256.0)),
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padding: UiRect::all(Val::Px(5.0)),
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..default()
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},
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background_color: BackgroundColor(colors[i]),
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image: UiImage {
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texture: image_handle.clone(),
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..default()
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},
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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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}
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// Spawn the actual scene
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commands
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.spawn((
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Inspect,
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VisibilityBundle::default(),
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TransformBundle::default(), // TODO: Move to staging area
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RenderLayers::layer(1), // SUS
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))
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.with_children(|builder| {
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builder.spawn((
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Camera3dBundle {
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camera_3d: Camera3d {
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clear_color: ClearColorConfig::Custom(Color::WHITE),
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..default()
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},
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camera: Camera {
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is_active: false,
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..default()
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},
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transform: Transform::from_xyz(0.0, 0.0, 5.0)
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.looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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Inspect,
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RenderLayers::layer(1), // SUS
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));
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builder.spawn((
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DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfigBuilder {
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num_cascades: 1,
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maximum_distance: 1.6,
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..default()
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}
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.into(),
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..default()
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},
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Inspect,
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RenderLayers::layer(1), // SUS
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));
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builder.spawn((
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SceneBundle {
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scene: handle.clone(),
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..default()
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},
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Inspect,
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RenderLayers::layer(1), // SUS
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));
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});
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}
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AssetEvent::Removed { handle: _handle } => {
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todo!("Remove deleted scene")
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}
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AssetEvent::Modified { handle: _handle } => {
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todo!("Update modified scene")
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}
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}
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}
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}
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// fn control_ui(mut commands: Commands, cameras: Query<Camera, With<Inspect>>) {
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// todo!()
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// }
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///
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/// Rotate a model as part of inspection
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fn rotate_model(
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buttons: Res<Input<MouseButton>>,
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mut mouse_evr: EventReader<MouseMotion>,
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mut transforms: Query<&mut Transform, (With<Inspect>, Without<Camera>)>,
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) {
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if buttons.pressed(MouseButton::Left) {
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for MouseMotion { delta } in mouse_evr.iter() {
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for mut transform in transforms.iter_mut() {
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let rot_y = delta.x / 1000.0;
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let rot_x = delta.y / 1000.0;
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transform.rotate_y(rot_y);
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transform.rotate_x(rot_x);
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}
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}
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}
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}
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///
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/// Zoom in and out of the model
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fn zoom_model(
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keys: Res<Input<KeyCode>>,
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mut wheel_evr: EventReader<MouseWheel>,
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mut transforms: Query<&mut Transform, With<Inspect>>,
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) {
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if keys.pressed(KeyCode::LShift) {
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for ev in wheel_evr.iter() {
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for mut transform in transforms.iter_mut() {
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let scale = (Vec3::ONE * ev.y) / 100.0;
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transform.scale += scale;
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}
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}
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}
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}
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fn scroll(
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mut scroll_evr: EventReader<MouseWheel>,
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mut query: Query<&mut Style, With<ScrollingList>>,
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) {
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for ev in scroll_evr.iter() {
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for mut s in query.iter_mut() {
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s.position.top = match s.position.top {
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Val::Px(current) => Val::Px(current + (ev.y * 5.0)),
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_ => Val::Px(0.0),
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};
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}
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}
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}
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