 599e5e4e76
			
		
	
	
		599e5e4e76
		
			
		
	
	
	
	
		
			
			# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
		
			
				
	
	
		
			180 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			180 lines
		
	
	
		
			6.4 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::animation::{AnimationTarget, AnimationTargetId};
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| use bevy::prelude::*;
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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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| ) {
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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(PointLightBundle {
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|         point_light: PointLight {
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|             intensity: 500_000.0,
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(0.0, 2.5, 0.0),
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|         ..default()
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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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|         VariableCurve {
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|             keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
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|             keyframes: Keyframes::Translation(vec![
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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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|             interpolation: Interpolation::Linear,
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|         },
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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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|         VariableCurve {
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|             keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
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|             keyframes: Keyframes::Rotation(vec![
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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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|             interpolation: Interpolation::Linear,
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|         },
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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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|         VariableCurve {
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|             keyframe_timestamps: vec![0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0],
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|             keyframes: Keyframes::Scale(vec![
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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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|             interpolation: Interpolation::Linear,
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|         },
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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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|         VariableCurve {
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|             keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
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|             keyframes: Keyframes::Rotation(vec![
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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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|             interpolation: Interpolation::Linear,
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|         },
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|     );
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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(animations.add(animation)).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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|             PbrBundle {
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|                 mesh: meshes.add(Sphere::default()),
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|                 material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
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|                 ..default()
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|             },
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|             // Add the animation player
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|             planet,
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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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|                     PbrBundle {
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|                         transform: Transform::from_xyz(1.5, 0.0, 0.0),
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|                         mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
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|                         material: materials.add(Color::srgb(0.3, 0.9, 0.3)),
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|                         ..default()
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|                     },
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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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