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		c2c19e5ae4
		
			
		
	
	
	
	
		
			
			**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			226 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			226 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to modify mesh assets after spawning.
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| #[derive(Component, Debug)]
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| struct Left;
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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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| ) {
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|     let left_shape = Shape::Cube;
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|     let right_shape = Shape::Cube;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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(Text::new("Space: swap meshes by mutating a Handle<Mesh>"));
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|             parent.spawn(Text::new(
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|                 "Return: mutate the mesh itself, changing all copies of it",
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|             ));
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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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| 
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|     // Switch to a new Shape variant
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|     shape.set_next_variant();
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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