# 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.
		
			
				
	
	
		
			329 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			329 lines
		
	
	
		
			9.6 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, time::Duration};
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use argh::FromArgs;
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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, WindowResolution},
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    winit::{UpdateMode, WinitSettings},
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};
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#[derive(FromArgs, Resource)]
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/// `many_foxes` stress test
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struct Args {
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    /// whether all foxes run in sync.
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    #[argh(switch)]
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    sync: bool,
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    /// total number of foxes.
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    #[argh(option, default = "1000")]
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    count: usize,
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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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    sync: bool,
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}
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fn main() {
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    // `from_env` panics on the web
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    #[cfg(not(target_arch = "wasm32"))]
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    let args: Args = argh::from_env();
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    #[cfg(target_arch = "wasm32")]
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    let args = Args::from_args(&[], &[]).unwrap();
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    App::new()
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        .add_plugins((
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            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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                    resolution: WindowResolution::new(1920.0, 1080.0)
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                        .with_scale_factor_override(1.0),
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                    ..default()
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                }),
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                ..default()
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            }),
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            FrameTimeDiagnosticsPlugin,
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            LogDiagnosticsPlugin::default(),
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        ))
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        .insert_resource(WinitSettings {
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            focused_mode: UpdateMode::Continuous,
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            unfocused_mode: UpdateMode::Continuous,
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        })
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        .insert_resource(Foxes {
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            count: args.count,
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            speed: 2.0,
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            moving: true,
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            sync: args.sync,
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        })
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        .add_systems(Startup, setup)
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        .add_systems(
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            Update,
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            (
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                setup_scene_once_loaded,
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                keyboard_animation_control,
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                update_fox_rings.after(keyboard_animation_control),
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            ),
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        )
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        .run();
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}
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#[derive(Resource)]
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struct Animations {
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    node_indices: Vec<AnimationNodeIndex>,
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    graph: Handle<AnimationGraph>,
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}
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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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    mut animation_graphs: ResMut<Assets<AnimationGraph>>,
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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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    let animation_clips = [
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        asset_server.load(GltfAssetLabel::Animation(2).from_asset("models/animated/Fox.glb")),
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        asset_server.load(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb")),
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        asset_server.load(GltfAssetLabel::Animation(0).from_asset("models/animated/Fox.glb")),
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    ];
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    let mut animation_graph = AnimationGraph::new();
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    let node_indices = animation_graph
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        .add_clips(animation_clips.iter().cloned(), 1.0, animation_graph.root)
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        .collect();
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    commands.insert_resource(Animations {
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        node_indices,
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        graph: animation_graphs.add(animation_graph),
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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 =
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        asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb"));
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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) = ops::sin_cos(fox_angle);
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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((
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                    SceneRoot(fox_handle.clone()),
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                    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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                ));
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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((
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        Camera3d::default(),
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        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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    ));
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    // Plane
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(5000.0, 5000.0))),
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        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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    ));
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    // Light
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    commands.spawn((
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        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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        DirectionalLight {
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            shadows_enabled: true,
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            ..default()
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        },
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        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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        .build(),
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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 commands: Commands,
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    mut player: Query<(Entity, &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 (entity, mut player) in &mut player {
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            commands
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                .entity(entity)
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                .insert(animations.graph.clone())
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                .insert(AnimationTransitions::new());
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            let playing_animation = player.play(animations.node_indices[0]).repeat();
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            if !foxes.sync {
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                playing_animation.seek_to(entity.index() as f32 / 10.0);
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            }
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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<ButtonInput<KeyCode>>,
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    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
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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::ArrowUp) {
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        foxes.speed *= 1.25;
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    }
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    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
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        foxes.speed *= 0.8;
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    }
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    if keyboard_input.just_pressed(KeyCode::Enter) {
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        *current_animation = (*current_animation + 1) % animations.node_indices.len();
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    }
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    for (mut player, mut transitions) in &mut animation_player {
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        if keyboard_input.just_pressed(KeyCode::Space) {
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            if player.all_paused() {
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                player.resume_all();
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            } else {
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                player.pause_all();
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            }
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        }
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        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
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            player.adjust_speeds(1.25);
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        }
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        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
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            player.adjust_speeds(0.8);
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        }
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        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
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            player.seek_all_by(-0.1);
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        }
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        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
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            player.seek_all_by(0.1);
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        }
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        if keyboard_input.just_pressed(KeyCode::Enter) {
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            transitions
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                .play(
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                    &mut player,
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                    animations.node_indices[*current_animation],
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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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