# Objective - Fixes #12544 ## Solution - Added/updated a universally worded comment to all seeded rng instances in our examples.
		
			
				
	
	
		
			221 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			221 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Illustrates spot lights.
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use std::f32::consts::*;
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use bevy::{
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    color::palettes::basic::{MAROON, RED},
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    pbr::NotShadowCaster,
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    prelude::*,
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};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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const INSTRUCTIONS: &str = "\
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Controls
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--------
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Horizontal Movement: WASD
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Vertical Movement: Space and Shift
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Rotate Camera: Left and Right Arrows";
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fn main() {
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    App::new()
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        .insert_resource(AmbientLight {
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            brightness: 20.0,
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            ..default()
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        })
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, (light_sway, movement, rotation))
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        .run();
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}
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#[derive(Component)]
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struct Movable;
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/// set up a simple 3D scene
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // ground plane
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    commands.spawn((
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        PbrBundle {
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            mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
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            material: materials.add(Color::WHITE),
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            ..default()
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        },
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        Movable,
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    ));
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    // cubes
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    // We're seeding the PRNG here to make this example deterministic for testing purposes.
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    // This isn't strictly required in practical use unless you need your app to be deterministic.
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    let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
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    let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
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    let blue = materials.add(Color::srgb_u8(124, 144, 255));
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    commands.spawn_batch(
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        std::iter::repeat_with(move || {
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            let x = rng.gen_range(-5.0..5.0);
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            let y = rng.gen_range(0.0..3.0);
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            let z = rng.gen_range(-5.0..5.0);
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            (
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                PbrBundle {
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                    mesh: cube_mesh.clone(),
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                    material: blue.clone(),
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                    transform: Transform::from_xyz(x, y, z),
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                    ..default()
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                },
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                Movable,
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            )
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        })
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        .take(40),
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    );
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    let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18));
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    let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18));
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    let red_emissive = materials.add(StandardMaterial {
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        base_color: RED.into(),
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        emissive: Color::linear_rgba(100.0, 0.0, 0.0, 0.0),
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        ..default()
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    });
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    let maroon_emissive = materials.add(StandardMaterial {
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        base_color: MAROON.into(),
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        emissive: Color::linear_rgba(50.0, 0.0, 0.0, 0.0),
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        ..default()
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    });
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    for x in 0..4 {
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        for z in 0..4 {
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            let x = x as f32 - 2.0;
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            let z = z as f32 - 2.0;
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            // red spot_light
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            commands
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                .spawn(SpotLightBundle {
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                    transform: Transform::from_xyz(1.0 + x, 2.0, z)
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                        .looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
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                    spot_light: SpotLight {
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                        intensity: 40_000.0, // lumens
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                        color: Color::WHITE,
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                        shadows_enabled: true,
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                        inner_angle: PI / 4.0 * 0.85,
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                        outer_angle: PI / 4.0,
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                        ..default()
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                    },
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                    ..default()
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                })
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                .with_children(|builder| {
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                    builder.spawn(PbrBundle {
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                        mesh: sphere_mesh.clone(),
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                        material: red_emissive.clone(),
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                        ..default()
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                    });
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                    builder.spawn((
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                        PbrBundle {
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                            transform: Transform::from_translation(Vec3::Z * -0.1),
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                            mesh: sphere_mesh_direction.clone(),
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                            material: maroon_emissive.clone(),
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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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    }
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    // camera
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    commands.spawn(Camera3dBundle {
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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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        transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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    commands.spawn(
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        TextBundle::from_section(
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            INSTRUCTIONS,
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            TextStyle {
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                font_size: 20.0,
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                ..default()
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            },
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        )
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            top: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        }),
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    );
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}
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fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
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    for (mut transform, mut angles) in query.iter_mut() {
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        transform.rotation = Quat::from_euler(
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            EulerRot::XYZ,
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            -FRAC_PI_2 + (time.elapsed_seconds() * 0.67 * 3.0).sin() * 0.5,
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            (time.elapsed_seconds() * 3.0).sin() * 0.5,
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            0.0,
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        );
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        let angle = ((time.elapsed_seconds() * 1.2).sin() + 1.0) * (FRAC_PI_4 - 0.1);
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        angles.inner_angle = angle * 0.8;
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        angles.outer_angle = angle;
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    }
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}
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fn movement(
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    input: Res<ButtonInput<KeyCode>>,
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    time: Res<Time>,
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    mut query: Query<&mut Transform, With<Movable>>,
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) {
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    // Calculate translation to move the cubes and ground plane
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    let mut translation = Vec3::ZERO;
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    // Horizontal forward and backward movement
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    if input.pressed(KeyCode::KeyW) {
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        translation.z += 1.0;
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    } else if input.pressed(KeyCode::KeyS) {
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        translation.z -= 1.0;
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    }
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    // Horizontal left and right movement
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    if input.pressed(KeyCode::KeyA) {
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        translation.x += 1.0;
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    } else if input.pressed(KeyCode::KeyD) {
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        translation.x -= 1.0;
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    }
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    // Vertical movement
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    if input.pressed(KeyCode::ShiftLeft) {
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        translation.y += 1.0;
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    } else if input.pressed(KeyCode::Space) {
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        translation.y -= 1.0;
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    }
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    translation *= 2.0 * time.delta_seconds();
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    // Apply translation
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    for mut transform in &mut query {
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        transform.translation += translation;
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    }
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}
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fn rotation(
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    mut query: Query<&mut Transform, With<Camera>>,
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    input: Res<ButtonInput<KeyCode>>,
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    time: Res<Time>,
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) {
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    let mut transform = query.single_mut();
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    let delta = time.delta_seconds();
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    if input.pressed(KeyCode::ArrowLeft) {
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        transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(delta));
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    } else if input.pressed(KeyCode::ArrowRight) {
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        transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-delta));
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    }
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}
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