# Objective Currently the `missing_docs` lint is allowed-by-default and enabled at crate level when their documentations is complete (see #3492). This PR proposes to inverse this logic by making `missing_docs` warn-by-default and mark crates with imcomplete docs allowed. ## Solution Makes `missing_docs` warn at workspace level and allowed at crate level when the docs is imcomplete.
		
			
				
	
	
		
			264 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			264 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example demonstrates how to create a custom mesh,
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//! assign a custom UV mapping for a custom texture,
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//! and how to change the UV mapping at run-time.
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use bevy::prelude::*;
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use bevy::render::{
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    mesh::{Indices, VertexAttributeValues},
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    render_asset::RenderAssetUsages,
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    render_resource::PrimitiveTopology,
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};
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// Define a "marker" component to mark the custom mesh. Marker components are often used in Bevy for
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// filtering entities in queries with With, they're usually not queried directly since they don't contain information within them.
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#[derive(Component)]
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struct CustomUV;
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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, input_handler)
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        .run();
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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 materials: ResMut<Assets<StandardMaterial>>,
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    mut meshes: ResMut<Assets<Mesh>>,
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) {
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    // Import the custom texture.
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    let custom_texture_handle: Handle<Image> = asset_server.load("textures/array_texture.png");
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    // Create and save a handle to the mesh.
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    let cube_mesh_handle: Handle<Mesh> = meshes.add(create_cube_mesh());
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    // Render the mesh with the custom texture using a PbrBundle, add the marker.
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    commands.spawn((
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        PbrBundle {
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            mesh: cube_mesh_handle,
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            material: materials.add(StandardMaterial {
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                base_color_texture: Some(custom_texture_handle),
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                ..default()
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            }),
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            ..default()
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        },
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        CustomUV,
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    ));
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    // Transform for the camera and lighting, looking at (0,0,0) (the position of the mesh).
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    let camera_and_light_transform =
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        Transform::from_xyz(1.8, 1.8, 1.8).looking_at(Vec3::ZERO, Vec3::Y);
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    // Camera in 3D space.
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    commands.spawn(Camera3dBundle {
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        transform: camera_and_light_transform,
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        ..default()
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    });
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    // Light up the scene.
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    commands.spawn(PointLightBundle {
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        point_light: PointLight {
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            intensity: 100_000.0,
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            range: 100.0,
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            ..default()
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        },
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        transform: camera_and_light_transform,
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        ..default()
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    });
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    // Text to describe the controls.
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    commands.spawn(
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        TextBundle::from_section(
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            "Controls:\nSpace: Change UVs\nX/Y/Z: Rotate\nR: Reset orientation",
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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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// System to receive input from the user,
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// check out examples/input/ for more examples about user input.
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fn input_handler(
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mesh_query: Query<&Handle<Mesh>, With<CustomUV>>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut query: Query<&mut Transform, With<CustomUV>>,
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    time: Res<Time>,
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) {
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    if keyboard_input.just_pressed(KeyCode::Space) {
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        let mesh_handle = mesh_query.get_single().expect("Query not successful");
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        let mesh = meshes.get_mut(mesh_handle).unwrap();
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        toggle_texture(mesh);
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    }
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    if keyboard_input.pressed(KeyCode::KeyX) {
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        for mut transform in &mut query {
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            transform.rotate_x(time.delta_seconds() / 1.2);
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        }
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    }
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    if keyboard_input.pressed(KeyCode::KeyY) {
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        for mut transform in &mut query {
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            transform.rotate_y(time.delta_seconds() / 1.2);
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        }
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    }
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    if keyboard_input.pressed(KeyCode::KeyZ) {
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        for mut transform in &mut query {
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            transform.rotate_z(time.delta_seconds() / 1.2);
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        }
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    }
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    if keyboard_input.pressed(KeyCode::KeyR) {
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        for mut transform in &mut query {
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            transform.look_to(Vec3::NEG_Z, Vec3::Y);
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        }
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    }
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}
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#[rustfmt::skip]
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fn create_cube_mesh() -> Mesh {
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    // Keep the mesh data accessible in future frames to be able to mutate it in toggle_texture.
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    Mesh::new(PrimitiveTopology::TriangleList, RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD)
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    .with_inserted_attribute(
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        Mesh::ATTRIBUTE_POSITION,
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        // Each array is an [x, y, z] coordinate in local space.
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        // Meshes always rotate around their local [0, 0, 0] when a rotation is applied to their Transform.
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        // By centering our mesh around the origin, rotating the mesh preserves its center of mass.
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        vec![
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            // top (facing towards +y)
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            [-0.5, 0.5, -0.5], // vertex with index 0
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            [0.5, 0.5, -0.5], // vertex with index 1
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            [0.5, 0.5, 0.5], // etc. until 23
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            [-0.5, 0.5, 0.5],
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            // bottom   (-y)
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            [-0.5, -0.5, -0.5],
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            [0.5, -0.5, -0.5],
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            [0.5, -0.5, 0.5],
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            [-0.5, -0.5, 0.5],
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            // right    (+x)
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            [0.5, -0.5, -0.5],
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            [0.5, -0.5, 0.5],
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            [0.5, 0.5, 0.5], // This vertex is at the same position as vertex with index 2, but they'll have different UV and normal
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            [0.5, 0.5, -0.5],
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            // left     (-x)
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            [-0.5, -0.5, -0.5],
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            [-0.5, -0.5, 0.5],
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            [-0.5, 0.5, 0.5],
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            [-0.5, 0.5, -0.5],
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            // back     (+z)
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            [-0.5, -0.5, 0.5],
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            [-0.5, 0.5, 0.5],
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            [0.5, 0.5, 0.5],
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            [0.5, -0.5, 0.5],
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            // forward  (-z)
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            [-0.5, -0.5, -0.5],
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            [-0.5, 0.5, -0.5],
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            [0.5, 0.5, -0.5],
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            [0.5, -0.5, -0.5],
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        ],
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    )
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    // Set-up UV coordinates to point to the upper (V < 0.5), "dirt+grass" part of the texture.
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    // Take a look at the custom image (assets/textures/array_texture.png)
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    // so the UV coords will make more sense
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    // Note: (0.0, 0.0) = Top-Left in UV mapping, (1.0, 1.0) = Bottom-Right in UV mapping
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    .with_inserted_attribute(
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        Mesh::ATTRIBUTE_UV_0,
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        vec![
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            // Assigning the UV coords for the top side.
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            [0.0, 0.2], [0.0, 0.0], [1.0, 0.0], [1.0, 0.25],
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            // Assigning the UV coords for the bottom side.
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            [0.0, 0.45], [0.0, 0.25], [1.0, 0.25], [1.0, 0.45],
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            // Assigning the UV coords for the right side.
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            [1.0, 0.45], [0.0, 0.45], [0.0, 0.2], [1.0, 0.2],
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            // Assigning the UV coords for the left side.
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            [1.0, 0.45], [0.0, 0.45], [0.0, 0.2], [1.0, 0.2],
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            // Assigning the UV coords for the back side.
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            [0.0, 0.45], [0.0, 0.2], [1.0, 0.2], [1.0, 0.45],
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            // Assigning the UV coords for the forward side.
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            [0.0, 0.45], [0.0, 0.2], [1.0, 0.2], [1.0, 0.45],
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        ],
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    )
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    // For meshes with flat shading, normals are orthogonal (pointing out) from the direction of
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    // the surface.
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    // Normals are required for correct lighting calculations.
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    // Each array represents a normalized vector, which length should be equal to 1.0.
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    .with_inserted_attribute(
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        Mesh::ATTRIBUTE_NORMAL,
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        vec![
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            // Normals for the top side (towards +y)
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            [0.0, 1.0, 0.0],
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            [0.0, 1.0, 0.0],
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            [0.0, 1.0, 0.0],
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            [0.0, 1.0, 0.0],
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            // Normals for the bottom side (towards -y)
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            [0.0, -1.0, 0.0],
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            [0.0, -1.0, 0.0],
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            [0.0, -1.0, 0.0],
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            [0.0, -1.0, 0.0],
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            // Normals for the right side (towards +x)
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            [1.0, 0.0, 0.0],
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            [1.0, 0.0, 0.0],
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            [1.0, 0.0, 0.0],
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            [1.0, 0.0, 0.0],
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            // Normals for the left side (towards -x)
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            [-1.0, 0.0, 0.0],
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            [-1.0, 0.0, 0.0],
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            [-1.0, 0.0, 0.0],
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            [-1.0, 0.0, 0.0],
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            // Normals for the back side (towards +z)
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            [0.0, 0.0, 1.0],
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            [0.0, 0.0, 1.0],
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            [0.0, 0.0, 1.0],
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            [0.0, 0.0, 1.0],
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            // Normals for the forward side (towards -z)
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            [0.0, 0.0, -1.0],
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            [0.0, 0.0, -1.0],
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            [0.0, 0.0, -1.0],
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            [0.0, 0.0, -1.0],
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        ],
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    )
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    // Create the triangles out of the 24 vertices we created.
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    // To construct a square, we need 2 triangles, therefore 12 triangles in total.
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    // To construct a triangle, we need the indices of its 3 defined vertices, adding them one
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    // by one, in a counter-clockwise order (relative to the position of the viewer, the order
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    // should appear counter-clockwise from the front of the triangle, in this case from outside the cube).
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    // Read more about how to correctly build a mesh manually in the Bevy documentation of a Mesh,
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    // further examples and the implementation of the built-in shapes.
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    .with_indices(Some(Indices::U32(vec![
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        0,3,1 , 1,3,2, // triangles making up the top (+y) facing side.
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        4,5,7 , 5,6,7, // bottom (-y)
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        8,11,9 , 9,11,10, // right (+x)
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        12,13,15 , 13,14,15, // left (-x)
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        16,19,17 , 17,19,18, // back (+z)
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        20,21,23 , 21,22,23, // forward (-z)
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    ])))
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}
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// Function that changes the UV mapping of the mesh, to apply the other texture.
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fn toggle_texture(mesh_to_change: &mut Mesh) {
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    // Get a mutable reference to the values of the UV attribute, so we can iterate over it.
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    let uv_attribute = mesh_to_change.attribute_mut(Mesh::ATTRIBUTE_UV_0).unwrap();
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    // The format of the UV coordinates should be Float32x2.
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    let VertexAttributeValues::Float32x2(uv_attribute) = uv_attribute else {
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        panic!("Unexpected vertex format, expected Float32x2.");
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    };
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    // Iterate over the UV coordinates, and change them as we want.
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    for uv_coord in uv_attribute.iter_mut() {
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        // If the UV coordinate points to the upper, "dirt+grass" part of the texture...
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        if (uv_coord[1] + 0.5) < 1.0 {
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            // ... point to the equivalent lower, "sand+water" part instead,
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            uv_coord[1] += 0.5;
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        } else {
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            // else, point back to the upper, "dirt+grass" part.
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            uv_coord[1] -= 0.5;
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        }
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    }
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}
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