# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			230 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			230 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to modify mesh assets after spawning.
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use bevy::{
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    gltf::GltfLoaderSettings,
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    input::common_conditions::input_just_pressed,
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    prelude::*,
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    render::{mesh::VertexAttributeValues, render_asset::RenderAssetUsages},
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};
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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, spawn_text))
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        .add_systems(
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            Update,
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            alter_handle.run_if(input_just_pressed(KeyCode::Space)),
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        )
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        .add_systems(
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            Update,
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            alter_mesh.run_if(input_just_pressed(KeyCode::Enter)),
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        )
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        .run();
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}
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#[derive(Component, Debug)]
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enum Shape {
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    Cube,
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    Sphere,
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}
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impl Shape {
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    fn get_model_path(&self) -> String {
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        match self {
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            Shape::Cube => "models/cube/cube.gltf".into(),
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            Shape::Sphere => "models/sphere/sphere.gltf".into(),
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        }
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    }
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    fn set_next_variant(&mut self) {
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        *self = match self {
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            Shape::Cube => Shape::Sphere,
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            Shape::Sphere => Shape::Cube,
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        }
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    }
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}
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#[derive(Component, Debug)]
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struct Left;
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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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) {
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    let left_shape = Shape::Cube;
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    let right_shape = Shape::Cube;
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    // In normal use, you can call `asset_server.load`, however see below for an explanation of
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    // `RenderAssetUsages`.
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    let left_shape_model = asset_server.load_with_settings(
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        GltfAssetLabel::Primitive {
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            mesh: 0,
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            // This field stores an index to this primitive in its parent mesh. In this case, we
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            // want the first one. You might also have seen the syntax:
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            //
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            //     models/cube/cube.gltf#Scene0
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            //
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            // which accomplishes the same thing.
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            primitive: 0,
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        }
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        .from_asset(left_shape.get_model_path()),
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        // `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
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        // It's helpful to know it exists, however.
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        //
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        // `RenderAssetUsages` tell Bevy whether to keep the data around:
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        //   - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
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        //   - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
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        //   - or both.
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        // `RENDER_WORLD` is necessary to render the mesh, `MAIN_WORLD` is necessary to inspect
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        // and modify the mesh (via `ResMut<Assets<Mesh>>`).
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        //
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        // Since most games will not need to modify meshes at runtime, many developers opt to pass
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        // only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the mesh in
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        // RAM. For this example however, this would not work, as we need to inspect and modify the
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        // mesh at runtime.
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        |settings: &mut GltfLoaderSettings| settings.load_meshes = RenderAssetUsages::all(),
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    );
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    // Here, we rely on the default loader settings to achieve a similar result to the above.
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    let right_shape_model = asset_server.load(
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        GltfAssetLabel::Primitive {
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            mesh: 0,
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            primitive: 0,
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        }
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        .from_asset(right_shape.get_model_path()),
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    );
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    // Add a material asset directly to the materials storage
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    let material_handle = materials.add(StandardMaterial {
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        base_color: Color::srgb(0.6, 0.8, 0.6),
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        ..default()
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    });
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    commands.spawn((
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        Left,
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        Name::new("Left Shape"),
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        Mesh3d(left_shape_model),
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        MeshMaterial3d(material_handle.clone()),
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        Transform::from_xyz(-3.0, 0.0, 0.0),
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        left_shape,
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    ));
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    commands.spawn((
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        Name::new("Right Shape"),
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        Mesh3d(right_shape_model),
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        MeshMaterial3d(material_handle),
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        Transform::from_xyz(3.0, 0.0, 0.0),
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        right_shape,
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    ));
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    commands.spawn((
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        Name::new("Point Light"),
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        PointLight::default(),
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        Transform::from_xyz(4.0, 5.0, 4.0),
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    ));
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    commands.spawn((
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        Name::new("Camera"),
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        Camera3d::default(),
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        Transform::from_xyz(0.0, 3.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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}
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fn spawn_text(mut commands: Commands) {
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    commands
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        .spawn((
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            Name::new("Instructions"),
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            NodeBundle {
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                style: Style {
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                    align_items: AlignItems::Start,
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                    flex_direction: FlexDirection::Column,
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                    justify_content: JustifyContent::Start,
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                    width: Val::Percent(100.),
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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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        .with_children(|parent| {
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            parent.spawn(TextBundle::from_section(
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                "Space: swap meshes by mutating a Handle<Mesh>",
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                TextStyle::default(),
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            ));
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            parent.spawn(TextBundle::from_section(
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                "Return: mutate the mesh itself, changing all copies of it",
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                TextStyle::default(),
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            ));
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        });
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}
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fn alter_handle(
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    asset_server: Res<AssetServer>,
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    mut right_shape: Query<(&mut Mesh3d, &mut Shape), Without<Left>>,
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) {
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    // Mesh handles, like other parts of the ECS, can be queried as mutable and modified at
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    // runtime. We only spawned one shape without the `Left` marker component.
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    let Ok((mut mesh, mut shape)) = right_shape.get_single_mut() else {
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        return;
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    };
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    // Switch to a new Shape variant
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    shape.set_next_variant();
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    // Modify the handle associated with the Shape on the right side. Note that we will only
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    // have to load the same path from storage media once: repeated attempts will re-use the
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    // asset.
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    mesh.0 = asset_server.load(
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        GltfAssetLabel::Primitive {
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            mesh: 0,
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            primitive: 0,
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        }
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        .from_asset(shape.get_model_path()),
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    );
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}
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fn alter_mesh(
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    mut is_mesh_scaled: Local<bool>,
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    left_shape: Query<&Mesh3d, With<Left>>,
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    mut meshes: ResMut<Assets<Mesh>>,
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) {
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    // It's convenient to retrieve the asset handle stored with the shape on the left. However,
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    // we could just as easily have retained this in a resource or a dedicated component.
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    let Ok(handle) = left_shape.get_single() else {
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        return;
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    };
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    // Obtain a mutable reference to the Mesh asset.
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    let Some(mesh) = meshes.get_mut(handle) else {
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        return;
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    };
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    // Now we can directly manipulate vertices on the mesh. Here, we're just scaling in and out
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    // for demonstration purposes. This will affect all entities currently using the asset.
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    //
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    // To do this, we need to grab the stored attributes of each vertex. `Float32x3` just describes
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    // the format in which the attributes will be read: each position consists of an array of three
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    // f32 corresponding to x, y, and z.
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    //
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    // `ATTRIBUTE_POSITION` is a constant indicating that we want to know where the vertex is
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    // located in space (as opposed to which way its normal is facing, vertex color, or other
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    // details).
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    if let Some(VertexAttributeValues::Float32x3(positions)) =
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        mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION)
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    {
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        // Check a Local value (which only this system can make use of) to determine if we're
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        // currently scaled up or not.
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        let scale_factor = if *is_mesh_scaled { 0.5 } else { 2.0 };
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        for position in positions.iter_mut() {
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            // Apply the scale factor to each of x, y, and z.
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            position[0] *= scale_factor;
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            position[1] *= scale_factor;
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            position[2] *= scale_factor;
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        }
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        // Flip the local value to reverse the behaviour next time the key is pressed.
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        *is_mesh_scaled = !*is_mesh_scaled;
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    }
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}
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