# Objective In the animation example, there is the code `.add_systems(Update, init_animations.before(animate_targets))`, where `animate_targets` is added to the `PostUpdate` in the `AnimationPlugin`. Therefore, the `.before(animate_targets)` here is ineffective and should be removed.
		
			
				
	
	
		
			394 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			394 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Plays animations from a skinned glTF.
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use std::{f32::consts::PI, time::Duration};
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use bevy::{
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    animation::{AnimationTargetId, RepeatAnimation},
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    color::palettes::css::WHITE,
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    pbr::CascadeShadowConfigBuilder,
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    prelude::*,
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};
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use rand::{thread_rng, Rng};
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const FOX_PATH: &str = "models/animated/Fox.glb";
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fn main() {
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    App::new()
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        .insert_resource(AmbientLight {
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            color: Color::WHITE,
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            brightness: 2000.,
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        })
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        .add_plugins(DefaultPlugins)
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        .init_resource::<ParticleAssets>()
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        .init_resource::<FoxFeetTargets>()
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        .add_systems(Startup, setup)
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        .add_systems(Update, setup_scene_once_loaded)
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        .add_systems(Update, (keyboard_animation_control, simulate_particles))
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        .add_observer(observe_on_step)
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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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    animations: Vec<AnimationNodeIndex>,
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    graph: Handle<AnimationGraph>,
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}
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#[derive(Event, AnimationEvent, Reflect, Clone)]
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#[reflect(AnimationEvent)]
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struct OnStep;
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fn observe_on_step(
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    trigger: Trigger<OnStep>,
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    particle: Res<ParticleAssets>,
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    mut commands: Commands,
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    transforms: Query<&GlobalTransform>,
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) {
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    let translation = transforms.get(trigger.entity()).unwrap().translation();
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    let mut rng = thread_rng();
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    // Spawn a bunch of particles.
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    for _ in 0..14 {
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        let horizontal = rng.gen::<Dir2>() * rng.gen_range(8.0..12.0);
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        let vertical = rng.gen_range(0.0..4.0);
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        let size = rng.gen_range(0.2..1.0);
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        commands.queue(spawn_particle(
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            particle.mesh.clone(),
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            particle.material.clone(),
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            translation.reject_from_normalized(Vec3::Y),
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            rng.gen_range(0.2..0.6),
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            size,
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            Vec3::new(horizontal.x, vertical, horizontal.y) * 10.0,
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        ));
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    }
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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 graphs: ResMut<Assets<AnimationGraph>>,
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) {
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    // Build the animation graph
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    let (graph, node_indices) = AnimationGraph::from_clips([
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        asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
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        asset_server.load(GltfAssetLabel::Animation(1).from_asset(FOX_PATH)),
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        asset_server.load(GltfAssetLabel::Animation(0).from_asset(FOX_PATH)),
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    ]);
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    // Insert a resource with the current scene information
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    let graph_handle = graphs.add(graph);
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    commands.insert_resource(Animations {
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        animations: node_indices,
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        graph: graph_handle,
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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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        Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), 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(500000.0, 500000.0))),
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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: 200.0,
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            maximum_distance: 400.0,
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            ..default()
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        }
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        .build(),
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    ));
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    // Fox
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    commands.spawn(SceneRoot(
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        asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH)),
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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!("  - digit 1 / 3 / 5: play the animation <digit> times");
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    println!("  - L: loop the animation forever");
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    println!("  - return: change animation");
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}
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// An `AnimationPlayer` is automatically added to the scene when it's ready.
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// When the player is added, start the animation.
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fn setup_scene_once_loaded(
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    mut commands: Commands,
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    animations: Res<Animations>,
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    feet: Res<FoxFeetTargets>,
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    graphs: Res<Assets<AnimationGraph>>,
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    mut clips: ResMut<Assets<AnimationClip>>,
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    mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
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) {
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    fn get_clip<'a>(
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        node: AnimationNodeIndex,
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        graph: &AnimationGraph,
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        clips: &'a mut Assets<AnimationClip>,
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    ) -> &'a mut AnimationClip {
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        let node = graph.get(node).unwrap();
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        let clip = match &node.node_type {
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            AnimationNodeType::Clip(handle) => clips.get_mut(handle),
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            _ => unreachable!(),
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        };
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        clip.unwrap()
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    }
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    for (entity, mut player) in &mut players {
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        let graph = graphs.get(&animations.graph).unwrap();
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        // Send `OnStep` events once the fox feet hits the ground in the running animation.
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        let running_animation = get_clip(animations.animations[0], graph, &mut clips);
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        // You can determine the time an event should trigger if you know witch frame it occurs and
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        // the frame rate of the animation. Let's say we want to trigger an event at frame 15,
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        // and the animation has a frame rate of 24 fps, then time = 15 / 24 = 0.625.
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        running_animation.add_event_to_target(feet.front_left, 0.625, OnStep);
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        running_animation.add_event_to_target(feet.front_right, 0.5, OnStep);
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        running_animation.add_event_to_target(feet.back_left, 0.0, OnStep);
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        running_animation.add_event_to_target(feet.back_right, 0.125, OnStep);
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        let mut transitions = AnimationTransitions::new();
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        // Make sure to start the animation via the `AnimationTransitions`
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        // component. The `AnimationTransitions` component wants to manage all
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        // the animations and will get confused if the animations are started
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        // directly via the `AnimationPlayer`.
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        transitions
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            .play(&mut player, animations.animations[0], Duration::ZERO)
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            .repeat();
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        commands
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            .entity(entity)
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            .insert(AnimationGraphHandle(animations.graph.clone()))
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            .insert(transitions);
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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_players: 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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) {
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    for (mut player, mut transitions) in &mut animation_players {
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        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
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            continue;
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        };
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        if keyboard_input.just_pressed(KeyCode::Space) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            if playing_animation.is_paused() {
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                playing_animation.resume();
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            } else {
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                playing_animation.pause();
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            }
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        }
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        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            let speed = playing_animation.speed();
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            playing_animation.set_speed(speed * 1.2);
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        }
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        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            let speed = playing_animation.speed();
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            playing_animation.set_speed(speed * 0.8);
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        }
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        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            let elapsed = playing_animation.seek_time();
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            playing_animation.seek_to(elapsed - 0.1);
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        }
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        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            let elapsed = playing_animation.seek_time();
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            playing_animation.seek_to(elapsed + 0.1);
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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.animations.len();
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            transitions
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                .play(
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                    &mut player,
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                    animations.animations[*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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        if keyboard_input.just_pressed(KeyCode::Digit1) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            playing_animation
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                .set_repeat(RepeatAnimation::Count(1))
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                .replay();
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        }
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        if keyboard_input.just_pressed(KeyCode::Digit3) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            playing_animation
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                .set_repeat(RepeatAnimation::Count(3))
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                .replay();
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        }
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        if keyboard_input.just_pressed(KeyCode::Digit5) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            playing_animation
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                .set_repeat(RepeatAnimation::Count(5))
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                .replay();
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        }
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        if keyboard_input.just_pressed(KeyCode::KeyL) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            playing_animation.set_repeat(RepeatAnimation::Forever);
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        }
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    }
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}
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fn simulate_particles(
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    mut commands: Commands,
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    mut query: Query<(Entity, &mut Transform, &mut Particle)>,
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    time: Res<Time>,
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) {
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    for (entity, mut transform, mut particle) in &mut query {
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        if particle.lifeteime_timer.tick(time.delta()).just_finished() {
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            commands.entity(entity).despawn();
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        } else {
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            transform.translation += particle.velocity * time.delta_secs();
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            transform.scale =
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                Vec3::splat(particle.size.lerp(0.0, particle.lifeteime_timer.fraction()));
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            particle
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                .velocity
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                .smooth_nudge(&Vec3::ZERO, 4.0, time.delta_secs());
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        }
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    }
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}
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fn spawn_particle<M: Material>(
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    mesh: Handle<Mesh>,
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    material: Handle<M>,
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    translation: Vec3,
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    lifetime: f32,
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    size: f32,
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    velocity: Vec3,
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) -> impl Command {
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    move |world: &mut World| {
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        world.spawn((
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            Particle {
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                lifeteime_timer: Timer::from_seconds(lifetime, TimerMode::Once),
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                size,
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                velocity,
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            },
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            Mesh3d(mesh),
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            MeshMaterial3d(material),
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            Transform {
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                translation,
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                scale: Vec3::splat(size),
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                ..Default::default()
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            },
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        ));
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    }
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}
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#[derive(Component)]
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struct Particle {
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    lifeteime_timer: Timer,
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    size: f32,
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    velocity: Vec3,
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}
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#[derive(Resource)]
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struct ParticleAssets {
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    mesh: Handle<Mesh>,
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    material: Handle<StandardMaterial>,
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}
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impl FromWorld for ParticleAssets {
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    fn from_world(world: &mut World) -> Self {
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        Self {
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            mesh: world.resource_mut::<Assets<Mesh>>().add(Sphere::new(10.0)),
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            material: world
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                .resource_mut::<Assets<StandardMaterial>>()
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                .add(StandardMaterial {
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                    base_color: WHITE.into(),
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                    ..Default::default()
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                }),
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        }
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    }
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}
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#[derive(Resource)]
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struct FoxFeetTargets {
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    front_right: AnimationTargetId,
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    front_left: AnimationTargetId,
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    back_left: AnimationTargetId,
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    back_right: AnimationTargetId,
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}
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impl Default for FoxFeetTargets {
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    fn default() -> Self {
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        // Get the id's of the feet and store them in a resource.
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        let hip_node = ["root", "_rootJoint", "b_Root_00", "b_Hip_01"];
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        let front_left_foot = hip_node.iter().chain(
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            [
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                "b_Spine01_02",
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                "b_Spine02_03",
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                "b_LeftUpperArm_09",
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                "b_LeftForeArm_010",
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                "b_LeftHand_011",
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            ]
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            .iter(),
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        );
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        let front_right_foot = hip_node.iter().chain(
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            [
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                "b_Spine01_02",
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                "b_Spine02_03",
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                "b_RightUpperArm_06",
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                "b_RightForeArm_07",
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                "b_RightHand_08",
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            ]
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            .iter(),
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        );
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        let back_left_foot = hip_node.iter().chain(
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            [
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                "b_LeftLeg01_015",
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                "b_LeftLeg02_016",
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                "b_LeftFoot01_017",
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                "b_LeftFoot02_018",
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            ]
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            .iter(),
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        );
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        let back_right_foot = hip_node.iter().chain(
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            [
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                "b_RightLeg01_019",
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                "b_RightLeg02_020",
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                "b_RightFoot01_021",
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                "b_RightFoot02_022",
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            ]
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            .iter(),
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        );
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        Self {
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            front_left: AnimationTargetId::from_iter(front_left_foot),
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            front_right: AnimationTargetId::from_iter(front_right_foot),
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            back_left: AnimationTargetId::from_iter(back_left_foot),
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            back_right: AnimationTargetId::from_iter(back_right_foot),
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        }
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    }
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}
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