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Example for axes gizmos (#12299)
# Objective - Follow-up to #12211 - Introduces an example project that demonstrates the implementation and behavior of `Gizmos::axes` for an entity with a `Transform` component. ## Solution In order to demonstrate how `Gizmo::axes` can be used and behaves in practice, we introduce an example of a simple scene containing a pair of cuboids locked in a grotesque, inscrutable dance: the two are repeatedly given random `Transform`s which they interpolate to, showing how the axes move with objects as they translate, rotate, and scale. <img width="1023" alt="Screenshot 2024-03-04 at 1 16 33 PM" src="https://github.com/bevyengine/bevy/assets/2975848/c1ff4794-6722-491c-8522-f59801645139"> On the implementation side, we demonstrate how to draw axes for entities, automatically sizing them according to their bounding boxes (so that the axes will be visible): ````rust fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) { for (&transform, &aabb) in &query { let length = aabb.half_extents.length(); gizmos.axes(transform, length); } } ```` --- ## Changelog - Created examples/gizmos/axes.rs. - Added 'axes' example to Cargo.toml.
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11
Cargo.toml
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Cargo.toml
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@ -2690,6 +2690,17 @@ description = "A scene showcasing 3D gizmos"
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category = "Gizmos"
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category = "Gizmos"
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wasm = true
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wasm = true
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[[example]]
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name = "axes"
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path = "examples/gizmos/axes.rs"
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doc-scrape-examples = true
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[package.metadata.example.axes]
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name = "Axes"
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description = "Demonstrates the function of axes gizmos"
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category = "Gizmos"
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wasm = true
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[[example]]
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[[example]]
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name = "light_gizmos"
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name = "light_gizmos"
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path = "examples/gizmos/light_gizmos.rs"
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path = "examples/gizmos/light_gizmos.rs"
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@ -267,6 +267,7 @@ Example | Description
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--- | ---
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--- | ---
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[2D Gizmos](../examples/gizmos/2d_gizmos.rs) | A scene showcasing 2D gizmos
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[2D Gizmos](../examples/gizmos/2d_gizmos.rs) | A scene showcasing 2D gizmos
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[3D Gizmos](../examples/gizmos/3d_gizmos.rs) | A scene showcasing 3D gizmos
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[3D Gizmos](../examples/gizmos/3d_gizmos.rs) | A scene showcasing 3D gizmos
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[Axes](../examples/gizmos/axes.rs) | Demonstrates the function of axes gizmos
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[Light Gizmos](../examples/gizmos/light_gizmos.rs) | A scene showcasing light gizmos
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[Light Gizmos](../examples/gizmos/light_gizmos.rs) | A scene showcasing light gizmos
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## Input
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## Input
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211
examples/gizmos/axes.rs
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211
examples/gizmos/axes.rs
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@ -0,0 +1,211 @@
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//! This example demonstrates the implementation and behavior of the axes gizmo.
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use bevy::prelude::*;
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use bevy::render::primitives::Aabb;
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use rand::random;
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use std::f32::consts::PI;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (move_cubes, draw_axes))
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.run();
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}
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/// The `ShowAxes` component is attached to an entity to get the `draw_axes` system to
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/// display axes according to its Transform component.
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#[derive(Component)]
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struct ShowAxes;
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/// The `TransformTracking` component keeps track of the data we need to interpolate
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/// between two transforms in our example.
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#[derive(Component)]
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struct TransformTracking {
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/// The initial transform of the cube during the move
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initial_transform: Transform,
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/// The target transform of the cube during the move
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target_transform: Transform,
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/// The progress of the cube during the move in percentage points
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progress: u16,
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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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) {
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// Lights...
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(2., 6., 0.),
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..default()
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});
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// Camera...
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0., 1.5, -8.).looking_at(Vec3::new(0., -0.5, 0.), Vec3::Y),
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..default()
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});
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// Action! (Our cubes that are going to move)
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Cuboid::new(1., 1., 1.)),
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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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ShowAxes,
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TransformTracking {
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initial_transform: default(),
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target_transform: random_transform(),
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progress: 0,
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},
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));
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
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material: materials.add(Color::srgb(0.6, 0.7, 0.8)),
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..default()
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},
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ShowAxes,
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TransformTracking {
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initial_transform: default(),
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target_transform: random_transform(),
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progress: 0,
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},
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));
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// A plane to give a sense of place
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(20., 20.)),
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material: materials.add(Color::srgb(0.1, 0.1, 0.1)),
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transform: Transform::from_xyz(0., -2., 0.),
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..default()
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});
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}
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// This system draws the axes based on the cube's transform, with length based on the size of
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// the entity's axis-aligned bounding box (AABB).
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fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) {
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for (&transform, &aabb) in &query {
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let length = aabb.half_extents.length();
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gizmos.axes(transform, length);
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}
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}
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// This system changes the cubes' transforms to interpolate between random transforms
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fn move_cubes(mut query: Query<(&mut Transform, &mut TransformTracking)>) {
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for (mut transform, mut tracking) in &mut query {
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let t = tracking.progress as f32 / 100.;
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*transform =
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interpolate_transforms(tracking.initial_transform, tracking.target_transform, t);
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if tracking.progress < 100 {
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tracking.progress += 1;
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} else {
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tracking.initial_transform = *transform;
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tracking.target_transform = random_transform();
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tracking.progress = 0;
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}
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}
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}
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// Helper functions for random transforms and interpolation:
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const TRANSLATION_BOUND_LOWER_X: f32 = -5.;
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const TRANSLATION_BOUND_UPPER_X: f32 = 5.;
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const TRANSLATION_BOUND_LOWER_Y: f32 = -1.;
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const TRANSLATION_BOUND_UPPER_Y: f32 = 1.;
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const TRANSLATION_BOUND_LOWER_Z: f32 = -2.;
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const TRANSLATION_BOUND_UPPER_Z: f32 = 6.;
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const SCALING_BOUND_LOWER_LOG: f32 = -1.2;
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const SCALING_BOUND_UPPER_LOG: f32 = 1.2;
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fn random_transform() -> Transform {
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Transform {
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translation: random_translation(),
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rotation: random_rotation(),
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scale: random_scale(),
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}
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}
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fn random_translation() -> Vec3 {
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let x = random::<f32>() * (TRANSLATION_BOUND_UPPER_X - TRANSLATION_BOUND_LOWER_X)
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+ TRANSLATION_BOUND_LOWER_X;
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let y = random::<f32>() * (TRANSLATION_BOUND_UPPER_Y - TRANSLATION_BOUND_LOWER_Y)
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+ TRANSLATION_BOUND_LOWER_Y;
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let z = random::<f32>() * (TRANSLATION_BOUND_UPPER_Z - TRANSLATION_BOUND_LOWER_Z)
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+ TRANSLATION_BOUND_LOWER_Z;
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Vec3::new(x, y, z)
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}
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fn random_scale() -> Vec3 {
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let x_factor_log = random::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG)
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+ SCALING_BOUND_LOWER_LOG;
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let y_factor_log = random::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG)
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+ SCALING_BOUND_LOWER_LOG;
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let z_factor_log = random::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG)
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+ SCALING_BOUND_LOWER_LOG;
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Vec3::new(
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x_factor_log.exp2(),
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y_factor_log.exp2(),
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z_factor_log.exp2(),
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)
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}
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fn elerp(v1: Vec3, v2: Vec3, t: f32) -> Vec3 {
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let x_factor_log = (1. - t) * v1.x.log2() + t * v2.x.log2();
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let y_factor_log = (1. - t) * v1.y.log2() + t * v2.y.log2();
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let z_factor_log = (1. - t) * v1.z.log2() + t * v2.z.log2();
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Vec3::new(
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x_factor_log.exp2(),
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y_factor_log.exp2(),
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z_factor_log.exp2(),
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)
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}
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fn random_rotation() -> Quat {
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let dir = random_direction();
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let angle = random::<f32>() * 2. * PI;
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Quat::from_axis_angle(dir, angle)
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}
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fn random_direction() -> Vec3 {
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let height = random::<f32>() * 2. - 1.;
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let theta = random::<f32>() * 2. * PI;
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build_direction(height, theta)
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}
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fn build_direction(height: f32, theta: f32) -> Vec3 {
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let z = height;
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let m = f32::acos(z).sin();
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let x = theta.cos() * m;
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let y = theta.sin() * m;
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Vec3::new(x, y, z)
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}
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fn interpolate_transforms(t1: Transform, t2: Transform, t: f32) -> Transform {
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let translation = t1.translation.lerp(t2.translation, t);
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let rotation = t1.rotation.slerp(t2.rotation, t);
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let scale = elerp(t1.scale, t2.scale, t);
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Transform {
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translation,
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rotation,
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scale,
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}
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}
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