 54006b107b
			
		
	
	
		54006b107b
		
			
		
	
	
	
	
		
			
			# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material:   Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			176 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			176 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Create and play an animation defined by code that operates on the [`Transform`] component.
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{
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|     animation::{AnimationTarget, AnimationTargetId},
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|     prelude::*,
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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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|         .insert_resource(AmbientLight {
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|             color: Color::WHITE,
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|             brightness: 150.0,
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|         })
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|         .add_systems(Startup, setup)
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|         .run();
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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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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     mut animations: ResMut<Assets<AnimationClip>>,
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|     mut graphs: ResMut<Assets<AnimationGraph>>,
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| ) {
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|     // Camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Light
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|     commands.spawn((
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|         PointLight {
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|             intensity: 500_000.0,
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|             ..default()
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|         },
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|         Transform::from_xyz(0.0, 2.5, 0.0),
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|     ));
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| 
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|     // Let's use the `Name` component to target entities. We can use anything we
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|     // like, but names are convenient.
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|     let planet = Name::new("planet");
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|     let orbit_controller = Name::new("orbit_controller");
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|     let satellite = Name::new("satellite");
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| 
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|     // Creating the animation
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|     let mut animation = AnimationClip::default();
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|     // A curve can modify a single part of a transform: here, the translation.
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|     let planet_animation_target_id = AnimationTargetId::from_name(&planet);
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|     animation.add_curve_to_target(
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|         planet_animation_target_id,
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|         UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
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|             Vec3::new(1.0, 0.0, 1.0),
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|             Vec3::new(-1.0, 0.0, 1.0),
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|             Vec3::new(-1.0, 0.0, -1.0),
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|             Vec3::new(1.0, 0.0, -1.0),
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|             // in case seamless looping is wanted, the last keyframe should
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|             // be the same as the first one
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|             Vec3::new(1.0, 0.0, 1.0),
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|         ]))
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|         .map(TranslationCurve)
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|         .expect("should be able to build translation curve because we pass in valid samples"),
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|     );
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|     // Or it can modify the rotation of the transform.
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|     // To find the entity to modify, the hierarchy will be traversed looking for
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|     // an entity with the right name at each level.
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|     let orbit_controller_animation_target_id =
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|         AnimationTargetId::from_names([planet.clone(), orbit_controller.clone()].iter());
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|     animation.add_curve_to_target(
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|         orbit_controller_animation_target_id,
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|         UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
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|             Quat::IDENTITY,
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|             Quat::from_axis_angle(Vec3::Y, PI / 2.),
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|             Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
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|             Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
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|             Quat::IDENTITY,
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|         ]))
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|         .map(RotationCurve)
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|         .expect("Failed to build rotation curve"),
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|     );
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|     // If a curve in an animation is shorter than the other, it will not repeat
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|     // until all other curves are finished. In that case, another animation should
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|     // be created for each part that would have a different duration / period.
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|     let satellite_animation_target_id = AnimationTargetId::from_names(
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|         [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
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|     );
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|     animation.add_curve_to_target(
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|         satellite_animation_target_id,
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|         UnevenSampleAutoCurve::new(
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|             [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0]
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|                 .into_iter()
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|                 .zip([
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|                     Vec3::splat(0.8),
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|                     Vec3::splat(1.2),
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|                     Vec3::splat(0.8),
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|                     Vec3::splat(1.2),
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|                     Vec3::splat(0.8),
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|                     Vec3::splat(1.2),
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|                     Vec3::splat(0.8),
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|                     Vec3::splat(1.2),
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|                     Vec3::splat(0.8),
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|                 ]),
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|         )
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|         .map(ScaleCurve)
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|         .expect("Failed to build scale curve"),
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|     );
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|     // There can be more than one curve targeting the same entity path.
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|     animation.add_curve_to_target(
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|         AnimationTargetId::from_names(
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|             [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
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|         ),
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|         UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
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|             Quat::IDENTITY,
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|             Quat::from_axis_angle(Vec3::Y, PI / 2.),
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|             Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
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|             Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
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|             Quat::IDENTITY,
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|         ]))
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|         .map(RotationCurve)
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|         .expect("should be able to build translation curve because we pass in valid samples"),
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|     );
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| 
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|     // Create the animation graph
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|     let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));
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| 
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|     // Create the animation player, and set it to repeat
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|     let mut player = AnimationPlayer::default();
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|     player.play(animation_index).repeat();
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| 
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|     // Create the scene that will be animated
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|     // First entity is the planet
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|     let planet_entity = commands
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|         .spawn((
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|             Mesh3d(meshes.add(Sphere::default())),
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|             MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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|             // Add the animation graph and player
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|             planet,
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|             graphs.add(graph),
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|             player,
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|         ))
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|         .id();
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|     commands
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|         .entity(planet_entity)
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|         .insert(AnimationTarget {
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|             id: planet_animation_target_id,
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|             player: planet_entity,
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|         })
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|         .with_children(|p| {
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|             // This entity is just used for animation, but doesn't display anything
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|             p.spawn((
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|                 SpatialBundle::INHERITED_IDENTITY,
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|                 orbit_controller,
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|                 AnimationTarget {
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|                     id: orbit_controller_animation_target_id,
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|                     player: planet_entity,
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|                 },
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|             ))
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|             .with_children(|p| {
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|                 // The satellite, placed at a distance of the planet
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|                 p.spawn((
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|                     Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
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|                     MeshMaterial3d(materials.add(Color::srgb(0.3, 0.9, 0.3))),
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|                     Transform::from_xyz(1.5, 0.0, 0.0),
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|                     AnimationTarget {
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|                         id: satellite_animation_target_id,
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|                         player: planet_entity,
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|                     },
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|                     satellite,
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|                 ));
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|             });
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|         });
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| }
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