# Objective - Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796 ## Solution - Use the new [lints] table that will land in 1.74 (https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints) - inherit lint to the workspace, crates and examples. ``` [lints] workspace = true ``` ## Changelog - Bump rust version to 1.74 - Enable lints table for the workspace ```toml [workspace.lints.clippy] type_complexity = "allow" ``` - Allow type complexity for all crates and examples ```toml [lints] workspace = true ``` --------- Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
		
			
				
	
	
		
			234 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			234 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A glTF scene viewer plugin.  Provides controls for directional lighting, and switching between scene cameras.
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//! To use in your own application:
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//! - Copy the code for the `SceneViewerPlugin` and add the plugin to your App.
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//! - Insert an initialized `SceneHandle` resource into your App's `AssetServer`.
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use bevy::{
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    asset::LoadState, gltf::Gltf, input::common_conditions::input_just_pressed, prelude::*,
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    scene::InstanceId,
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};
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use std::f32::consts::*;
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use std::fmt;
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use super::camera_controller_plugin::*;
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#[derive(Resource)]
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pub struct SceneHandle {
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    pub gltf_handle: Handle<Gltf>,
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    scene_index: usize,
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    instance_id: Option<InstanceId>,
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    pub is_loaded: bool,
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    pub has_light: bool,
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}
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impl SceneHandle {
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    pub fn new(gltf_handle: Handle<Gltf>, scene_index: usize) -> Self {
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        Self {
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            gltf_handle,
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            scene_index,
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            instance_id: None,
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            is_loaded: false,
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            has_light: false,
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        }
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    }
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}
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#[cfg(not(feature = "animation"))]
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const INSTRUCTIONS: &str = r#"
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Scene Controls:
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    L           - animate light direction
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    U           - toggle shadows
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    C           - cycle through the camera controller and any cameras loaded from the scene
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    compile with "--features animation" for animation controls.
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"#;
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#[cfg(feature = "animation")]
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const INSTRUCTIONS: &str = "
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Scene Controls:
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    L           - animate light direction
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    U           - toggle shadows
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    B           - toggle bounding boxes
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    C           - cycle through the camera controller and any cameras loaded from the scene
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    Space       - Play/Pause animation
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    Enter       - Cycle through animations
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";
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impl fmt::Display for SceneHandle {
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    fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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        write!(f, "{INSTRUCTIONS}")
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    }
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}
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pub struct SceneViewerPlugin;
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impl Plugin for SceneViewerPlugin {
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    fn build(&self, app: &mut App) {
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        app.init_resource::<CameraTracker>()
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            .add_systems(PreUpdate, scene_load_check)
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            .add_systems(
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                Update,
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                (
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                    update_lights,
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                    camera_tracker,
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                    toggle_bounding_boxes.run_if(input_just_pressed(KeyCode::B)),
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                ),
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            );
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    }
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}
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fn toggle_bounding_boxes(mut config: ResMut<GizmoConfig>) {
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    config.aabb.draw_all ^= true;
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}
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fn scene_load_check(
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    asset_server: Res<AssetServer>,
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    mut scenes: ResMut<Assets<Scene>>,
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    gltf_assets: Res<Assets<Gltf>>,
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    mut scene_handle: ResMut<SceneHandle>,
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    mut scene_spawner: ResMut<SceneSpawner>,
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) {
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    match scene_handle.instance_id {
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        None => {
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            if asset_server.load_state(&scene_handle.gltf_handle) == LoadState::Loaded {
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                let gltf = gltf_assets.get(&scene_handle.gltf_handle).unwrap();
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                if gltf.scenes.len() > 1 {
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                    info!(
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                        "Displaying scene {} out of {}",
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                        scene_handle.scene_index,
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                        gltf.scenes.len()
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                    );
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                    info!("You can select the scene by adding '#Scene' followed by a number to the end of the file path (e.g '#Scene1' to load the second scene).");
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                }
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                let gltf_scene_handle =
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                    gltf.scenes
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                        .get(scene_handle.scene_index)
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                        .unwrap_or_else(|| {
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                            panic!(
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                                "glTF file doesn't contain scene {}!",
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                                scene_handle.scene_index
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                            )
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                        });
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                let scene = scenes.get_mut(gltf_scene_handle).unwrap();
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                let mut query = scene
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                    .world
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                    .query::<(Option<&DirectionalLight>, Option<&PointLight>)>();
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                scene_handle.has_light =
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                    query
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                        .iter(&scene.world)
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                        .any(|(maybe_directional_light, maybe_point_light)| {
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                            maybe_directional_light.is_some() || maybe_point_light.is_some()
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                        });
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                scene_handle.instance_id =
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                    Some(scene_spawner.spawn(gltf_scene_handle.clone_weak()));
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                info!("Spawning scene...");
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            }
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        }
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        Some(instance_id) if !scene_handle.is_loaded => {
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            if scene_spawner.instance_is_ready(instance_id) {
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                info!("...done!");
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                scene_handle.is_loaded = true;
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            }
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        }
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        Some(_) => {}
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    }
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}
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fn update_lights(
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    key_input: Res<Input<KeyCode>>,
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    time: Res<Time>,
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    mut query: Query<(&mut Transform, &mut DirectionalLight)>,
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    mut animate_directional_light: Local<bool>,
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) {
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    for (_, mut light) in &mut query {
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        if key_input.just_pressed(KeyCode::U) {
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            light.shadows_enabled = !light.shadows_enabled;
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        }
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    }
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    if key_input.just_pressed(KeyCode::L) {
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        *animate_directional_light = !*animate_directional_light;
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    }
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    if *animate_directional_light {
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        for (mut transform, _) in &mut query {
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            transform.rotation = Quat::from_euler(
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                EulerRot::ZYX,
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                0.0,
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                time.elapsed_seconds() * PI / 15.0,
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                -FRAC_PI_4,
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            );
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        }
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    }
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}
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#[derive(Resource, Default)]
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struct CameraTracker {
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    active_index: Option<usize>,
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    cameras: Vec<Entity>,
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}
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impl CameraTracker {
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    fn track_camera(&mut self, entity: Entity) -> bool {
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        self.cameras.push(entity);
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        if self.active_index.is_none() {
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            self.active_index = Some(self.cameras.len() - 1);
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            true
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        } else {
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            false
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        }
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    }
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    fn active_camera(&self) -> Option<Entity> {
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        self.active_index.map(|i| self.cameras[i])
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    }
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    fn set_next_active(&mut self) -> Option<Entity> {
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        let active_index = self.active_index?;
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        let new_i = (active_index + 1) % self.cameras.len();
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        self.active_index = Some(new_i);
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        Some(self.cameras[new_i])
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    }
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}
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fn camera_tracker(
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    mut camera_tracker: ResMut<CameraTracker>,
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    keyboard_input: Res<Input<KeyCode>>,
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    mut queries: ParamSet<(
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        Query<(Entity, &mut Camera), (Added<Camera>, Without<CameraController>)>,
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        Query<(Entity, &mut Camera), (Added<Camera>, With<CameraController>)>,
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        Query<&mut Camera>,
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    )>,
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) {
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    // track added scene camera entities first, to ensure they are preferred for the
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    // default active camera
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    for (entity, mut camera) in queries.p0().iter_mut() {
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        camera.is_active = camera_tracker.track_camera(entity);
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    }
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    // iterate added custom camera entities second
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    for (entity, mut camera) in queries.p1().iter_mut() {
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        camera.is_active = camera_tracker.track_camera(entity);
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    }
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    if keyboard_input.just_pressed(KeyCode::C) {
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        // disable currently active camera
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        if let Some(e) = camera_tracker.active_camera() {
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            if let Ok(mut camera) = queries.p2().get_mut(e) {
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                camera.is_active = false;
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            }
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        }
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        // enable next active camera
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        if let Some(e) = camera_tracker.set_next_active() {
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            if let Ok(mut camera) = queries.p2().get_mut(e) {
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                camera.is_active = true;
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            }
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        }
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    }
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}
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