**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			246 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			246 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example shows how to sample random points from primitive shapes.
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use bevy::{
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    input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
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    math::prelude::*,
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    prelude::*,
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    render::mesh::SphereKind,
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};
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use rand::{distributions::Distribution, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, (handle_mouse, handle_keypress))
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        .run();
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}
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/// Resource for the random sampling mode, telling whether to sample the interior or the boundary.
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#[derive(Resource)]
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enum Mode {
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    Interior,
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    Boundary,
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}
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/// Resource storing the shape being sampled.
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#[derive(Resource)]
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struct SampledShape(Cuboid);
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/// The source of randomness used by this example.
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#[derive(Resource)]
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struct RandomSource(ChaCha8Rng);
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/// A container for the handle storing the mesh used to display sampled points as spheres.
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#[derive(Resource)]
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struct PointMesh(Handle<Mesh>);
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/// A container for the handle storing the material used to display sampled points.
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#[derive(Resource)]
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struct PointMaterial(Handle<StandardMaterial>);
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/// Marker component for sampled points.
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#[derive(Component)]
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struct SamplePoint;
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/// The pressed state of the mouse, used for camera motion.
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#[derive(Resource)]
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struct MousePressed(bool);
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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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    // Use seeded rng and store it in a resource; this makes the random output reproducible.
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    let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
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    commands.insert_resource(RandomSource(seeded_rng));
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    // Make a plane for establishing space.
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(12.0, 12.0))),
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        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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        Transform::from_xyz(0.0, -2.5, 0.0),
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    ));
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    // Store the shape we sample from in a resource:
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    let shape = Cuboid::from_length(2.9);
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    commands.insert_resource(SampledShape(shape));
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    // The sampled shape shown transparently:
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    commands.spawn((
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        Mesh3d(meshes.add(shape)),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color: Color::srgba(0.2, 0.1, 0.6, 0.3),
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            alpha_mode: AlphaMode::Blend,
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            cull_mode: None,
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            ..default()
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        })),
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    ));
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    // A light:
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    commands.spawn((
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        PointLight {
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            shadows_enabled: true,
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            ..default()
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        },
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        Transform::from_xyz(4.0, 8.0, 4.0),
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    ));
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    // A camera:
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    // Store the mesh and material for sample points in resources:
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    commands.insert_resource(PointMesh(
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        meshes.add(
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            Sphere::new(0.03)
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                .mesh()
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                .kind(SphereKind::Ico { subdivisions: 3 }),
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        ),
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    ));
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    commands.insert_resource(PointMaterial(materials.add(StandardMaterial {
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        base_color: Color::srgb(1.0, 0.8, 0.8),
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        metallic: 0.8,
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        ..default()
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    })));
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    // Instructions for the example:
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    commands.spawn((
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        Text::new(
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            "Controls:\n\
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            M: Toggle between sampling boundary and interior.\n\
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            R: Restart (erase all samples).\n\
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            S: Add one random sample.\n\
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            D: Add 100 random samples.\n\
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            Rotate camera by holding left mouse and panning left/right.",
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        ),
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        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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    // The mode starts with interior points.
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    commands.insert_resource(Mode::Interior);
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    // Starting mouse-pressed state is false.
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    commands.insert_resource(MousePressed(false));
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}
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// Handle user inputs from the keyboard:
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#[allow(clippy::too_many_arguments)]
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fn handle_keypress(
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    mut commands: Commands,
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    keyboard: Res<ButtonInput<KeyCode>>,
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    mut mode: ResMut<Mode>,
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    shape: Res<SampledShape>,
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    mut random_source: ResMut<RandomSource>,
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    sample_mesh: Res<PointMesh>,
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    sample_material: Res<PointMaterial>,
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    samples: Query<Entity, With<SamplePoint>>,
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) {
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    // R => restart, deleting all samples
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    if keyboard.just_pressed(KeyCode::KeyR) {
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        for entity in &samples {
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            commands.entity(entity).despawn();
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        }
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    }
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    // S => sample once
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    if keyboard.just_pressed(KeyCode::KeyS) {
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        let rng = &mut random_source.0;
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        // Get a single random Vec3:
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        let sample: Vec3 = match *mode {
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            Mode::Interior => shape.0.sample_interior(rng),
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            Mode::Boundary => shape.0.sample_boundary(rng),
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        };
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        // Spawn a sphere at the random location:
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        commands.spawn((
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            Mesh3d(sample_mesh.0.clone()),
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            MeshMaterial3d(sample_material.0.clone()),
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            Transform::from_translation(sample),
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            SamplePoint,
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        ));
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        // NOTE: The point is inside the cube created at setup just because of how the
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        // scene is constructed; in general, you would want to use something like
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        // `cube_transform.transform_point(sample)` to get the position of where the sample
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        // would be after adjusting for the position and orientation of the cube.
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        //
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        // If the spawned point also needed to follow the position of the cube as it moved,
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        // then making it a child entity of the cube would be a good approach.
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    }
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    // D => generate many samples
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    if keyboard.just_pressed(KeyCode::KeyD) {
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        let mut rng = &mut random_source.0;
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        // Get 100 random Vec3s:
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        let samples: Vec<Vec3> = match *mode {
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            Mode::Interior => {
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                let dist = shape.0.interior_dist();
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                dist.sample_iter(&mut rng).take(100).collect()
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            }
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            Mode::Boundary => {
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                let dist = shape.0.boundary_dist();
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                dist.sample_iter(&mut rng).take(100).collect()
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            }
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        };
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        // For each sample point, spawn a sphere:
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        for sample in samples {
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            commands.spawn((
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                Mesh3d(sample_mesh.0.clone()),
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                MeshMaterial3d(sample_material.0.clone()),
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                Transform::from_translation(sample),
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                SamplePoint,
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            ));
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        }
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        // NOTE: See the previous note above regarding the positioning of these samples
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        // relative to the transform of the cube containing them.
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    }
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    // M => toggle mode between interior and boundary.
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    if keyboard.just_pressed(KeyCode::KeyM) {
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        match *mode {
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            Mode::Interior => *mode = Mode::Boundary,
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            Mode::Boundary => *mode = Mode::Interior,
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        }
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    }
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}
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// Handle user mouse input for panning the camera around:
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fn handle_mouse(
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    accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
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    mut button_events: EventReader<MouseButtonInput>,
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    mut camera: Query<&mut Transform, With<Camera>>,
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    mut mouse_pressed: ResMut<MousePressed>,
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) {
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    // Store left-pressed state in the MousePressed resource
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    for button_event in button_events.read() {
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        if button_event.button != MouseButton::Left {
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            continue;
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        }
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        *mouse_pressed = MousePressed(button_event.state.is_pressed());
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    }
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    // If the mouse is not pressed, just ignore motion events
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    if !mouse_pressed.0 {
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        return;
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    }
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    if accumulated_mouse_motion.delta != Vec2::ZERO {
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        let displacement = accumulated_mouse_motion.delta.x;
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        let mut camera_transform = camera.single_mut();
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        camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 150.));
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    }
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}
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