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Add a fun skinned mesh stress test based on the animated_fox example (#4674)
# Objective - Add a stress test for skinned meshes https://user-images.githubusercontent.com/302146/167111578-55a7d58a-0ec8-4735-a043-f084f0ff3939.mp4
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3 changed files with 277 additions and 1 deletions
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@ -542,6 +542,10 @@ path = "examples/stress_tests/bevymark.rs"
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name = "many_cubes"
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path = "examples/stress_tests/many_cubes.rs"
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[[example]]
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name = "many_foxes"
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path = "examples/stress_tests/many_foxes.rs"
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[[example]]
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name = "many_lights"
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path = "examples/stress_tests/many_lights.rs"
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@ -263,7 +263,8 @@ cargo run --release --example <example name>
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Example | File | Description
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--- | --- | ---
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`bevymark` | [`stress_tests/bevymark.rs`](./stress_tests/bevymark.rs) | A heavy sprite rendering workload to benchmark your system with Bevy
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`many_cubes` | [`stress_tests/many_cubes.rs`](./stress_tests/many_cubes.rs) | Simple benchmark to test per-entity draw overhead
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`many_cubes` | [`stress_tests/many_cubes.rs`](./stress_tests/many_cubes.rs) | Simple benchmark to test per-entity draw overhead. Run with the `sphere` argument to test frustum culling.
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`many_foxes` | [`stress_tests/many_foxes.rs`](./stress_tests/many_foxes.rs) | Loads an animated fox model and spawns lots of them. Good for testing skinned mesh performance. Takes an unsigned integer argument for the number of foxes to spawn. Defaults to 1000.
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`many_lights` | [`stress_tests/many_lights.rs`](./stress_tests/many_lights.rs) | Simple benchmark to test rendering many point lights. Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights.
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`many_sprites` | [`stress_tests/many_sprites.rs`](./stress_tests/many_sprites.rs) | Displays many sprites in a grid arragement! Used for performance testing.
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`transform_hierarchy.rs` | [`stress_tests/transform_hierarchy.rs`](./stress_tests/transform_hierarchy.rs) | Various test cases for hierarchy and transform propagation performance
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271
examples/stress_tests/many_foxes.rs
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271
examples/stress_tests/many_foxes.rs
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//! Loads animations from a skinned glTF, spawns many of them, and plays the
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//! animation to stress test skinned meshes.
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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};
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struct Foxes {
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count: usize,
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speed: f32,
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moving: bool,
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}
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fn main() {
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App::new()
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.insert_resource(WindowDescriptor {
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title: "🦊🦊🦊 Many Foxes! 🦊🦊🦊".to_string(),
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..default()
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})
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.add_plugins(DefaultPlugins)
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.add_plugin(FrameTimeDiagnosticsPlugin)
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.add_plugin(LogDiagnosticsPlugin::default())
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.insert_resource(Foxes {
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count: std::env::args()
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.nth(1)
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.map_or(1000, |s| s.parse::<usize>().unwrap()),
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speed: 2.0,
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moving: true,
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})
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 1.0,
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})
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.add_startup_system(setup)
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.add_system(setup_scene_once_loaded)
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.add_system(keyboard_animation_control)
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.add_system(update_fox_rings.after(keyboard_animation_control))
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.run();
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}
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struct Animations(Vec<Handle<AnimationClip>>);
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const RING_SPACING: f32 = 2.0;
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const FOX_SPACING: f32 = 2.0;
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#[derive(Component, Clone, Copy)]
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enum RotationDirection {
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CounterClockwise,
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Clockwise,
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}
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impl RotationDirection {
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fn sign(&self) -> f32 {
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match self {
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RotationDirection::CounterClockwise => 1.0,
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RotationDirection::Clockwise => -1.0,
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}
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}
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}
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#[derive(Component)]
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struct Ring {
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radius: f32,
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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 scene_spawner: ResMut<SceneSpawner>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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foxes: Res<Foxes>,
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) {
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// Insert a resource with the current scene information
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commands.insert_resource(Animations(vec![
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asset_server.load("models/animated/Fox.glb#Animation2"),
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asset_server.load("models/animated/Fox.glb#Animation1"),
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asset_server.load("models/animated/Fox.glb#Animation0"),
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]));
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// Foxes
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// Concentric rings of foxes, running in opposite directions. The rings are spaced at 2m radius intervals.
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// The foxes in each ring are spaced at least 2m apart around its circumference.'
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// NOTE: This fox model faces +z
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let fox_handle = asset_server.load("models/animated/Fox.glb#Scene0");
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let ring_directions = [
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(
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Quat::from_rotation_y(std::f32::consts::PI),
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RotationDirection::CounterClockwise,
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),
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(Quat::IDENTITY, RotationDirection::Clockwise),
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];
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let mut ring_index = 0;
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let mut radius = RING_SPACING;
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let mut foxes_remaining = foxes.count;
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info!("Spawning {} foxes...", foxes.count);
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while foxes_remaining > 0 {
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let (base_rotation, ring_direction) = ring_directions[ring_index % 2];
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let ring_parent = commands
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.spawn_bundle((
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Transform::default(),
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GlobalTransform::default(),
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ring_direction,
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Ring { radius },
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))
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.id();
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let circumference = std::f32::consts::TAU * radius;
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let foxes_in_ring = ((circumference / FOX_SPACING) as usize).min(foxes_remaining);
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let fox_spacing_angle = circumference / (foxes_in_ring as f32 * radius);
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for fox_i in 0..foxes_in_ring {
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let fox_angle = fox_i as f32 * fox_spacing_angle;
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let (s, c) = fox_angle.sin_cos();
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let (x, z) = (radius * c, radius * s);
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commands.entity(ring_parent).with_children(|builder| {
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let fox_parent = builder
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.spawn_bundle((
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Transform::from_xyz(x as f32, 0.0, z as f32)
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.with_scale(Vec3::splat(0.01))
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.with_rotation(base_rotation * Quat::from_rotation_y(-fox_angle)),
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GlobalTransform::default(),
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))
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.id();
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scene_spawner.spawn_as_child(fox_handle.clone(), fox_parent);
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});
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}
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foxes_remaining -= foxes_in_ring;
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radius += RING_SPACING;
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ring_index += 1;
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}
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// Camera
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let zoom = 0.8;
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let translation = Vec3::new(
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radius * 1.25 * zoom,
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radius * 0.5 * zoom,
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radius * 1.5 * zoom,
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);
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_translation(translation)
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.looking_at(0.2 * Vec3::new(translation.x, 0.0, translation.z), Vec3::Y),
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..Default::default()
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});
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// Plane
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 500000.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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// Light
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commands.spawn_bundle(DirectionalLightBundle {
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transform: Transform::from_rotation(Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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1.0,
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-std::f32::consts::FRAC_PI_4,
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)),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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..default()
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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!(" - return: change animation");
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}
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// Once the scene is loaded, start the animation
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fn setup_scene_once_loaded(
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animations: Res<Animations>,
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foxes: Res<Foxes>,
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mut player: Query<&mut AnimationPlayer>,
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mut done: Local<bool>,
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) {
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if !*done && player.iter().len() == foxes.count {
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for mut player in player.iter_mut() {
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player.play(animations.0[0].clone_weak()).repeat();
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}
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*done = true;
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}
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}
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fn update_fox_rings(
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time: Res<Time>,
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foxes: Res<Foxes>,
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mut rings: Query<(&Ring, &RotationDirection, &mut Transform)>,
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) {
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if !foxes.moving {
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return;
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}
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let dt = time.delta_seconds();
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for (ring, rotation_direction, mut transform) in rings.iter_mut() {
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let angular_velocity = foxes.speed / ring.radius;
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transform.rotate(Quat::from_rotation_y(
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rotation_direction.sign() * angular_velocity * dt,
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));
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}
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}
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fn keyboard_animation_control(
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keyboard_input: Res<Input<KeyCode>>,
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mut animation_player: Query<&mut AnimationPlayer>,
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animations: Res<Animations>,
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mut current_animation: Local<usize>,
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mut foxes: ResMut<Foxes>,
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) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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foxes.moving = !foxes.moving;
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}
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if keyboard_input.just_pressed(KeyCode::Up) {
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foxes.speed *= 1.25;
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}
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if keyboard_input.just_pressed(KeyCode::Down) {
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foxes.speed *= 0.8;
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}
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for mut player in animation_player.iter_mut() {
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if keyboard_input.just_pressed(KeyCode::Space) {
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if player.is_paused() {
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player.resume();
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} else {
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player.pause();
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}
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}
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if keyboard_input.just_pressed(KeyCode::Up) {
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let speed = player.speed();
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player.set_speed(speed * 1.25);
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}
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if keyboard_input.just_pressed(KeyCode::Down) {
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let speed = player.speed();
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player.set_speed(speed * 0.8);
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}
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if keyboard_input.just_pressed(KeyCode::Left) {
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let elapsed = player.elapsed();
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player.set_elapsed(elapsed - 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::Right) {
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let elapsed = player.elapsed();
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player.set_elapsed(elapsed + 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::Return) {
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*current_animation = (*current_animation + 1) % animations.0.len();
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player
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.play(animations.0[*current_animation].clone_weak())
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.repeat();
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}
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}
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}
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