# Objective - Improve ergonomics / documentation of cascaded shadow maps - Allow for the customization of the nearest shadowing distance. - Fixes #7393 - Fixes #7362 ## Solution - Introduce `CascadeShadowConfigBuilder` - Tweak various example cascade settings for better quality. --- ## Changelog - Made examples look nicer under cascaded shadow maps. - Introduce `CascadeShadowConfigBuilder` to help with creating `CascadeShadowConfig` ## Migration Guide - Configure settings for cascaded shadow maps for directional lights using the newly introduced `CascadeShadowConfigBuilder`. Co-authored-by: Robert Swain <robert.swain@gmail.com>
		
			
				
	
	
		
			285 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			285 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Loads animations from a skinned glTF, spawns many of them, and plays the
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//! animation to stress test skinned meshes.
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use std::f32::consts::PI;
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use std::time::Duration;
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use bevy::{
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    diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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    pbr::CascadeShadowConfigBuilder,
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    prelude::*,
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    window::{PresentMode, WindowPlugin},
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};
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#[derive(Resource)]
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struct Foxes {
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    count: usize,
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    speed: f32,
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    moving: bool,
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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: "🦊🦊🦊 Many Foxes! 🦊🦊🦊".into(),
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                present_mode: PresentMode::AutoNoVsync,
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_plugin(FrameTimeDiagnosticsPlugin)
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        .add_plugin(LogDiagnosticsPlugin::default())
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        .insert_resource(Foxes {
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            count: std::env::args()
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                .nth(1)
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                .map_or(1000, |s| s.parse::<usize>().unwrap()),
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            speed: 2.0,
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            moving: true,
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        })
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        .insert_resource(AmbientLight {
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            color: Color::WHITE,
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            brightness: 1.0,
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        })
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        .add_startup_system(setup)
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        .add_system(setup_scene_once_loaded)
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        .add_system(keyboard_animation_control)
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        .add_system(update_fox_rings.after(keyboard_animation_control))
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        .run();
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}
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#[derive(Resource)]
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struct Animations(Vec<Handle<AnimationClip>>);
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const RING_SPACING: f32 = 2.0;
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const FOX_SPACING: f32 = 2.0;
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#[derive(Component, Clone, Copy)]
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enum RotationDirection {
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    CounterClockwise,
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    Clockwise,
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}
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impl RotationDirection {
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    fn sign(&self) -> f32 {
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        match self {
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            RotationDirection::CounterClockwise => 1.0,
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            RotationDirection::Clockwise => -1.0,
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        }
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    }
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}
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#[derive(Component)]
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struct Ring {
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    radius: f32,
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}
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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    foxes: Res<Foxes>,
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) {
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    warn!(include_str!("warning_string.txt"));
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    // Insert a resource with the current scene information
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    commands.insert_resource(Animations(vec![
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        asset_server.load("models/animated/Fox.glb#Animation2"),
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        asset_server.load("models/animated/Fox.glb#Animation1"),
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        asset_server.load("models/animated/Fox.glb#Animation0"),
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    ]));
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    // Foxes
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    // Concentric rings of foxes, running in opposite directions. The rings are spaced at 2m radius intervals.
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    // The foxes in each ring are spaced at least 2m apart around its circumference.'
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    // NOTE: This fox model faces +z
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    let fox_handle = asset_server.load("models/animated/Fox.glb#Scene0");
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    let ring_directions = [
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        (
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            Quat::from_rotation_y(PI),
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            RotationDirection::CounterClockwise,
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        ),
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        (Quat::IDENTITY, RotationDirection::Clockwise),
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    ];
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    let mut ring_index = 0;
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    let mut radius = RING_SPACING;
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    let mut foxes_remaining = foxes.count;
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    info!("Spawning {} foxes...", foxes.count);
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    while foxes_remaining > 0 {
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        let (base_rotation, ring_direction) = ring_directions[ring_index % 2];
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        let ring_parent = commands
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            .spawn((
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                SpatialBundle::INHERITED_IDENTITY,
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                ring_direction,
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                Ring { radius },
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            ))
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            .id();
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        let circumference = PI * 2. * radius;
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        let foxes_in_ring = ((circumference / FOX_SPACING) as usize).min(foxes_remaining);
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        let fox_spacing_angle = circumference / (foxes_in_ring as f32 * radius);
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        for fox_i in 0..foxes_in_ring {
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            let fox_angle = fox_i as f32 * fox_spacing_angle;
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            let (s, c) = fox_angle.sin_cos();
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            let (x, z) = (radius * c, radius * s);
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            commands.entity(ring_parent).with_children(|builder| {
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                builder.spawn(SceneBundle {
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                    scene: fox_handle.clone(),
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                    transform: Transform::from_xyz(x, 0.0, z)
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                        .with_scale(Vec3::splat(0.01))
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                        .with_rotation(base_rotation * Quat::from_rotation_y(-fox_angle)),
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                    ..default()
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                });
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            });
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        }
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        foxes_remaining -= foxes_in_ring;
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        radius += RING_SPACING;
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        ring_index += 1;
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    }
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    // Camera
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    let zoom = 0.8;
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    let translation = Vec3::new(
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        radius * 1.25 * zoom,
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        radius * 0.5 * zoom,
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        radius * 1.5 * zoom,
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    );
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_translation(translation)
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            .looking_at(0.2 * Vec3::new(translation.x, 0.0, translation.z), Vec3::Y),
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        ..default()
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    });
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    // Plane
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Mesh::from(shape::Plane { size: 5000.0 })),
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        material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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        ..default()
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    });
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    // Light
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    commands.spawn(DirectionalLightBundle {
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        transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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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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            first_cascade_far_bound: 0.9 * radius,
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            maximum_distance: 2.8 * radius,
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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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    println!("Animation controls:");
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    println!("  - spacebar: play / pause");
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    println!("  - arrow up / down: speed up / slow down animation playback");
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    println!("  - arrow left / right: seek backward / forward");
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    println!("  - return: change animation");
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}
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// Once the scene is loaded, start the animation
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fn setup_scene_once_loaded(
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    animations: Res<Animations>,
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    foxes: Res<Foxes>,
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    mut player: Query<&mut AnimationPlayer>,
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    mut done: Local<bool>,
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) {
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    if !*done && player.iter().len() == foxes.count {
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        for mut player in &mut player {
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            player.play(animations.0[0].clone_weak()).repeat();
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        }
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        *done = true;
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    }
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}
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fn update_fox_rings(
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    time: Res<Time>,
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    foxes: Res<Foxes>,
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    mut rings: Query<(&Ring, &RotationDirection, &mut Transform)>,
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) {
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    if !foxes.moving {
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        return;
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    }
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    let dt = time.delta_seconds();
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    for (ring, rotation_direction, mut transform) in &mut rings {
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        let angular_velocity = foxes.speed / ring.radius;
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        transform.rotate_y(rotation_direction.sign() * angular_velocity * dt);
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    }
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}
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fn keyboard_animation_control(
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    keyboard_input: Res<Input<KeyCode>>,
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    mut animation_player: Query<&mut AnimationPlayer>,
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    animations: Res<Animations>,
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    mut current_animation: Local<usize>,
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    mut foxes: ResMut<Foxes>,
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) {
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    if keyboard_input.just_pressed(KeyCode::Space) {
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        foxes.moving = !foxes.moving;
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    }
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    if keyboard_input.just_pressed(KeyCode::Up) {
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        foxes.speed *= 1.25;
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    }
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    if keyboard_input.just_pressed(KeyCode::Down) {
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        foxes.speed *= 0.8;
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    }
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    if keyboard_input.just_pressed(KeyCode::Return) {
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        *current_animation = (*current_animation + 1) % animations.0.len();
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    }
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    for mut player in &mut animation_player {
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        if keyboard_input.just_pressed(KeyCode::Space) {
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            if player.is_paused() {
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                player.resume();
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            } else {
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                player.pause();
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            }
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        }
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        if keyboard_input.just_pressed(KeyCode::Up) {
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            let speed = player.speed();
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            player.set_speed(speed * 1.25);
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        }
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        if keyboard_input.just_pressed(KeyCode::Down) {
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            let speed = player.speed();
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            player.set_speed(speed * 0.8);
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        }
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        if keyboard_input.just_pressed(KeyCode::Left) {
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            let elapsed = player.elapsed();
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            player.set_elapsed(elapsed - 0.1);
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        }
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        if keyboard_input.just_pressed(KeyCode::Right) {
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            let elapsed = player.elapsed();
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            player.set_elapsed(elapsed + 0.1);
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        }
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        if keyboard_input.just_pressed(KeyCode::Return) {
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            player
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                .play_with_transition(
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                    animations.0[*current_animation].clone_weak(),
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                    Duration::from_millis(250),
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                )
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                .repeat();
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        }
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    }
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}
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