# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			204 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			204 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Illustrates spot lights.
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use std::f32::consts::*;
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use bevy::{
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    color::palettes::basic::{MAROON, RED},
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    math::ops,
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    pbr::NotShadowCaster,
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    prelude::*,
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};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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const INSTRUCTIONS: &str = "\
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Controls
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--------
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Horizontal Movement: WASD
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Vertical Movement: Space and Shift
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Rotate Camera: Left and Right Arrows";
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fn main() {
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    App::new()
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        .insert_resource(AmbientLight {
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            brightness: 20.0,
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            ..default()
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        })
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, (light_sway, movement, rotation))
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        .run();
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}
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#[derive(Component)]
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struct Movable;
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/// set up a simple 3D scene
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // ground plane
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
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        MeshMaterial3d(materials.add(Color::WHITE)),
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        Movable,
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    ));
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    // cubes
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    // We're seeding the PRNG here to make this example deterministic for testing purposes.
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    // This isn't strictly required in practical use unless you need your app to be deterministic.
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    let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
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    let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
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    let blue = materials.add(Color::srgb_u8(124, 144, 255));
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    commands.spawn_batch(
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        std::iter::repeat_with(move || {
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            let x = rng.gen_range(-5.0..5.0);
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            let y = rng.gen_range(0.0..3.0);
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            let z = rng.gen_range(-5.0..5.0);
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            (
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                Mesh3d(cube_mesh.clone()),
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                MeshMaterial3d(blue.clone()),
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                Transform::from_xyz(x, y, z),
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                Movable,
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            )
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        })
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        .take(40),
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    );
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    let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18));
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    let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18));
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    let red_emissive = materials.add(StandardMaterial {
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        base_color: RED.into(),
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        emissive: LinearRgba::new(1.0, 0.0, 0.0, 0.0),
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        ..default()
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    });
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    let maroon_emissive = materials.add(StandardMaterial {
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        base_color: MAROON.into(),
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        emissive: LinearRgba::new(0.369, 0.0, 0.0, 0.0),
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        ..default()
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    });
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    for x in 0..4 {
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        for z in 0..4 {
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            let x = x as f32 - 2.0;
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            let z = z as f32 - 2.0;
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            // red spot_light
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            commands
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                .spawn((
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                    SpotLight {
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                        intensity: 40_000.0, // lumens
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                        color: Color::WHITE,
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                        shadows_enabled: true,
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                        inner_angle: PI / 4.0 * 0.85,
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                        outer_angle: PI / 4.0,
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                        ..default()
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                    },
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                    Transform::from_xyz(1.0 + x, 2.0, z)
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                        .looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
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                ))
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                .with_children(|builder| {
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                    builder.spawn((
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                        Mesh3d(sphere_mesh.clone()),
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                        MeshMaterial3d(red_emissive.clone()),
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                    ));
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                    builder.spawn((
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                        Mesh3d(sphere_mesh_direction.clone()),
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                        MeshMaterial3d(maroon_emissive.clone()),
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                        Transform::from_translation(Vec3::Z * -0.1),
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                        NotShadowCaster,
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                    ));
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                });
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        }
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    }
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    // camera
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    commands.spawn((
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        Camera3d::default(),
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        Camera {
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            hdr: true,
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            ..default()
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        },
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        Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    commands.spawn((
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        Text::new(INSTRUCTIONS),
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        Node {
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            position_type: PositionType::Absolute,
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            top: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        },
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    ));
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}
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fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
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    for (mut transform, mut angles) in query.iter_mut() {
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        transform.rotation = Quat::from_euler(
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            EulerRot::XYZ,
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            -FRAC_PI_2 + ops::sin(time.elapsed_secs() * 0.67 * 3.0) * 0.5,
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            ops::sin(time.elapsed_secs() * 3.0) * 0.5,
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            0.0,
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        );
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        let angle = (ops::sin(time.elapsed_secs() * 1.2) + 1.0) * (FRAC_PI_4 - 0.1);
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        angles.inner_angle = angle * 0.8;
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        angles.outer_angle = angle;
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    }
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}
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fn movement(
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    input: Res<ButtonInput<KeyCode>>,
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    time: Res<Time>,
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    mut query: Query<&mut Transform, With<Movable>>,
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) {
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    // Calculate translation to move the cubes and ground plane
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    let mut translation = Vec3::ZERO;
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    // Horizontal forward and backward movement
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    if input.pressed(KeyCode::KeyW) {
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        translation.z += 1.0;
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    } else if input.pressed(KeyCode::KeyS) {
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        translation.z -= 1.0;
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    }
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    // Horizontal left and right movement
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    if input.pressed(KeyCode::KeyA) {
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        translation.x += 1.0;
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    } else if input.pressed(KeyCode::KeyD) {
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        translation.x -= 1.0;
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    }
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    // Vertical movement
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    if input.pressed(KeyCode::ShiftLeft) {
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        translation.y += 1.0;
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    } else if input.pressed(KeyCode::Space) {
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        translation.y -= 1.0;
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    }
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    translation *= 2.0 * time.delta_secs();
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    // Apply translation
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    for mut transform in &mut query {
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        transform.translation += translation;
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    }
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}
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fn rotation(
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    mut transform: Single<&mut Transform, With<Camera>>,
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    input: Res<ButtonInput<KeyCode>>,
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    time: Res<Time>,
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) {
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    let delta = time.delta_secs();
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    if input.pressed(KeyCode::ArrowLeft) {
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        transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(delta));
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    } else if input.pressed(KeyCode::ArrowRight) {
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        transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-delta));
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    }
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}
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