# 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.
		
			
				
	
	
		
			338 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			338 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example displays each contributor to the bevy source code as a bouncing bevy-ball.
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use bevy::{math::bounding::Aabb2d, prelude::*, utils::HashMap};
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use rand::{prelude::SliceRandom, Rng};
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use std::{
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    env::VarError,
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    hash::{DefaultHasher, Hash, Hasher},
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    io::{self, BufRead, BufReader},
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    process::Stdio,
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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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        .init_resource::<SelectionTimer>()
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        .add_systems(Startup, (setup_contributor_selection, setup))
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        .add_systems(Update, (gravity, movement, collisions, selection))
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        .run();
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}
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// Store contributors with their commit count in a collection that preserves the uniqueness
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type Contributors = HashMap<String, usize>;
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#[derive(Resource)]
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struct ContributorSelection {
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    order: Vec<Entity>,
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    idx: usize,
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}
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#[derive(Resource)]
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struct SelectionTimer(Timer);
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impl Default for SelectionTimer {
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    fn default() -> Self {
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        Self(Timer::from_seconds(
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            SHOWCASE_TIMER_SECS,
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            TimerMode::Repeating,
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        ))
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    }
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}
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#[derive(Component)]
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struct ContributorDisplay;
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#[derive(Component)]
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struct Contributor {
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    name: String,
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    num_commits: usize,
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    hue: f32,
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}
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#[derive(Component)]
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struct Velocity {
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    translation: Vec3,
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    rotation: f32,
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}
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const GRAVITY: f32 = 9.821 * 100.0;
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const SPRITE_SIZE: f32 = 75.0;
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const SELECTED: Hsla = Hsla::hsl(0.0, 0.9, 0.7);
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const DESELECTED: Hsla = Hsla::new(0.0, 0.3, 0.2, 0.92);
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const SHOWCASE_TIMER_SECS: f32 = 3.0;
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const CONTRIBUTORS_LIST: &[&str] = &["Carter Anderson", "And Many More"];
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fn setup_contributor_selection(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // Load contributors from the git history log or use default values from
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    // the constant array. Contributors are stored in a HashMap with their
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    // commit count.
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    let contribs = contributors().unwrap_or_else(|_| {
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        CONTRIBUTORS_LIST
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            .iter()
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            .map(|name| (name.to_string(), 1))
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            .collect()
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    });
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    let texture_handle = asset_server.load("branding/icon.png");
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    let mut contributor_selection = ContributorSelection {
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        order: Vec::with_capacity(contribs.len()),
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        idx: 0,
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    };
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    let mut rng = rand::thread_rng();
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    for (name, num_commits) in contribs {
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        let transform =
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            Transform::from_xyz(rng.gen_range(-400.0..400.0), rng.gen_range(0.0..400.0), 0.0);
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        let dir = rng.gen_range(-1.0..1.0);
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        let velocity = Vec3::new(dir * 500.0, 0.0, 0.0);
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        let hue = name_to_hue(&name);
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        // Some sprites should be flipped for variety
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        let flipped = rng.gen();
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        let entity = commands
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            .spawn((
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                Contributor {
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                    name,
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                    num_commits,
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                    hue,
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                },
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                Velocity {
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                    translation: velocity,
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                    rotation: -dir * 5.0,
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                },
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                SpriteBundle {
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                    sprite: Sprite {
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                        custom_size: Some(Vec2::splat(SPRITE_SIZE)),
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                        color: DESELECTED.with_hue(hue).into(),
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                        flip_x: flipped,
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                        ..default()
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                    },
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                    texture: texture_handle.clone(),
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                    transform,
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                    ..default()
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                },
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            ))
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            .id();
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        contributor_selection.order.push(entity);
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    }
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    contributor_selection.order.shuffle(&mut rng);
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    commands.insert_resource(contributor_selection);
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2d);
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    let text_style = TextStyle {
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        font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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        font_size: 60.0,
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        ..default()
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    };
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    commands.spawn((
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        TextBundle::from_sections([
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            TextSection::new("Contributor showcase", text_style.clone()),
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            TextSection::from_style(TextStyle {
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                font_size: 30.,
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                ..text_style
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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.),
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            left: Val::Px(12.),
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            ..default()
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        }),
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        ContributorDisplay,
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    ));
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}
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/// Finds the next contributor to display and selects the entity
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fn selection(
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    mut timer: ResMut<SelectionTimer>,
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    mut contributor_selection: ResMut<ContributorSelection>,
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    mut text_query: Query<&mut Text, With<ContributorDisplay>>,
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    mut query: Query<(&Contributor, &mut Sprite, &mut Transform)>,
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    time: Res<Time>,
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) {
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    if !timer.0.tick(time.delta()).just_finished() {
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        return;
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    }
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    // Deselect the previous contributor
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    let entity = contributor_selection.order[contributor_selection.idx];
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    if let Ok((contributor, mut sprite, mut transform)) = query.get_mut(entity) {
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        deselect(&mut sprite, contributor, &mut transform);
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    }
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    // Select the next contributor
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    if (contributor_selection.idx + 1) < contributor_selection.order.len() {
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        contributor_selection.idx += 1;
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    } else {
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        contributor_selection.idx = 0;
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    }
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    let entity = contributor_selection.order[contributor_selection.idx];
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    if let Ok((contributor, mut sprite, mut transform)) = query.get_mut(entity) {
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        let mut text = text_query.single_mut();
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        select(&mut sprite, contributor, &mut transform, &mut text);
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    }
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}
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/// Change the tint color to the "selected" color, bring the object to the front
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/// and display the name.
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fn select(
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    sprite: &mut Sprite,
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    contributor: &Contributor,
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    transform: &mut Transform,
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    text: &mut Text,
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) {
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    sprite.color = SELECTED.with_hue(contributor.hue).into();
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    transform.translation.z = 100.0;
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    text.sections[0].value.clone_from(&contributor.name);
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    text.sections[1].value = format!(
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        "\n{} commit{}",
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        contributor.num_commits,
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        if contributor.num_commits > 1 { "s" } else { "" }
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    );
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    text.sections[0].style.color = sprite.color;
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}
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/// Change the tint color to the "deselected" color and push
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/// the object to the back.
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fn deselect(sprite: &mut Sprite, contributor: &Contributor, transform: &mut Transform) {
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    sprite.color = DESELECTED.with_hue(contributor.hue).into();
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    transform.translation.z = 0.0;
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}
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/// Applies gravity to all entities with a velocity.
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fn gravity(time: Res<Time>, mut velocity_query: Query<&mut Velocity>) {
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    let delta = time.delta_seconds();
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    for mut velocity in &mut velocity_query {
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        velocity.translation.y -= GRAVITY * delta;
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    }
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}
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/// Checks for collisions of contributor-birbs.
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///
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/// On collision with left-or-right wall it resets the horizontal
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/// velocity. On collision with the ground it applies an upwards
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/// force.
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fn collisions(
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    windows: Query<&Window>,
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    mut query: Query<(&mut Velocity, &mut Transform), With<Contributor>>,
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) {
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    let window = windows.single();
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    let window_size = window.size();
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    let collision_area = Aabb2d::new(Vec2::ZERO, (window_size - SPRITE_SIZE) / 2.);
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    // The maximum height the birbs should try to reach is one birb below the top of the window.
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    let max_bounce_height = (window_size.y - SPRITE_SIZE * 2.0).max(0.0);
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    let min_bounce_height = max_bounce_height * 0.4;
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    let mut rng = rand::thread_rng();
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    for (mut velocity, mut transform) in &mut query {
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        // Clamp the translation to not go out of the bounds
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        if transform.translation.y < collision_area.min.y {
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            transform.translation.y = collision_area.min.y;
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            // How high this birb will bounce.
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            let bounce_height = rng.gen_range(min_bounce_height..=max_bounce_height);
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            // Apply the velocity that would bounce the birb up to bounce_height.
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            velocity.translation.y = (bounce_height * GRAVITY * 2.).sqrt();
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        }
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        // Birbs might hit the ceiling if the window is resized.
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        // If they do, bounce them.
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        if transform.translation.y > collision_area.max.y {
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            transform.translation.y = collision_area.max.y;
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            velocity.translation.y *= -1.0;
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        }
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        // On side walls flip the horizontal velocity
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        if transform.translation.x < collision_area.min.x {
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            transform.translation.x = collision_area.min.x;
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            velocity.translation.x *= -1.0;
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            velocity.rotation *= -1.0;
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        }
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        if transform.translation.x > collision_area.max.x {
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            transform.translation.x = collision_area.max.x;
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            velocity.translation.x *= -1.0;
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            velocity.rotation *= -1.0;
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        }
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    }
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}
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/// Apply velocity to positions and rotations.
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fn movement(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
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    let delta = time.delta_seconds();
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    for (velocity, mut transform) in &mut query {
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        transform.translation += delta * velocity.translation;
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        transform.rotate_z(velocity.rotation * delta);
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    }
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}
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#[derive(Debug, thiserror::Error)]
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enum LoadContributorsError {
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    #[error("An IO error occurred while reading the git log.")]
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    Io(#[from] io::Error),
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    #[error("The CARGO_MANIFEST_DIR environment variable was not set.")]
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    Var(#[from] VarError),
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    #[error("The git process did not return a stdout handle.")]
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    Stdout,
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}
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/// Get the names and commit counts of all contributors from the git log.
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///
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/// This function only works if `git` is installed and
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/// the program is run through `cargo`.
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fn contributors() -> Result<Contributors, LoadContributorsError> {
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    let manifest_dir = std::env::var("CARGO_MANIFEST_DIR")?;
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    let mut cmd = std::process::Command::new("git")
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        .args(["--no-pager", "log", "--pretty=format:%an"])
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        .current_dir(manifest_dir)
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        .stdout(Stdio::piped())
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        .spawn()?;
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    let stdout = cmd.stdout.take().ok_or(LoadContributorsError::Stdout)?;
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    // Take the list of commit author names and collect them into a HashMap,
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    // keeping a count of how many commits they authored.
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    let contributors = BufReader::new(stdout).lines().map_while(Result::ok).fold(
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        HashMap::new(),
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        |mut acc, word| {
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            *acc.entry(word).or_insert(0) += 1;
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            acc
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        },
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    );
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    Ok(contributors)
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}
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/// Give each unique contributor name a particular hue that is stable between runs.
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fn name_to_hue(s: &str) -> f32 {
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    let mut hasher = DefaultHasher::new();
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    s.hash(&mut hasher);
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    hasher.finish() as f32 / u64::MAX as f32 * 360.
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}
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