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https://github.com/bevyengine/bevy
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015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
203 lines
5.9 KiB
Rust
203 lines
5.9 KiB
Rust
//! Illustrates spot lights.
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use std::f32::consts::*;
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use bevy::{
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color::palettes::basic::{MAROON, RED},
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math::ops,
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pbr::NotShadowCaster,
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prelude::*,
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};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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const INSTRUCTIONS: &str = "\
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Controls
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--------
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Horizontal Movement: WASD
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Vertical Movement: Space and Shift
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Rotate Camera: Left and Right Arrows";
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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brightness: 20.0,
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..default()
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})
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (light_sway, movement, rotation))
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.run();
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}
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#[derive(Component)]
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struct Movable;
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/// set up a simple 3D scene
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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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// ground plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Movable,
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));
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// cubes
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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
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let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
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let blue = materials.add(Color::srgb_u8(124, 144, 255));
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commands.spawn_batch(
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std::iter::repeat_with(move || {
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let x = rng.gen_range(-5.0..5.0);
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let y = rng.gen_range(0.0..3.0);
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let z = rng.gen_range(-5.0..5.0);
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(
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Mesh3d(cube_mesh.clone()),
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MeshMaterial3d(blue.clone()),
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Transform::from_xyz(x, y, z),
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Movable,
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)
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})
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.take(40),
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);
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let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18));
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let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18));
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let red_emissive = materials.add(StandardMaterial {
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base_color: RED.into(),
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emissive: LinearRgba::new(1.0, 0.0, 0.0, 0.0),
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..default()
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});
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let maroon_emissive = materials.add(StandardMaterial {
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base_color: MAROON.into(),
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emissive: LinearRgba::new(0.369, 0.0, 0.0, 0.0),
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..default()
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});
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for x in 0..4 {
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for z in 0..4 {
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let x = x as f32 - 2.0;
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let z = z as f32 - 2.0;
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// red spot_light
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commands
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.spawn((
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SpotLight {
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intensity: 40_000.0, // lumens
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color: Color::WHITE,
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shadows_enabled: true,
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inner_angle: PI / 4.0 * 0.85,
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outer_angle: PI / 4.0,
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..default()
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},
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Transform::from_xyz(1.0 + x, 2.0, z)
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.looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
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))
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.with_children(|builder| {
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builder.spawn((
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Mesh3d(sphere_mesh.clone()),
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MeshMaterial3d(red_emissive.clone()),
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));
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builder.spawn((
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Mesh3d(sphere_mesh_direction.clone()),
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MeshMaterial3d(maroon_emissive.clone()),
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Transform::from_translation(Vec3::Z * -0.1),
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NotShadowCaster,
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));
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});
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}
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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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Camera {
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hdr: true,
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..default()
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},
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Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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commands.spawn((
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Text::new(INSTRUCTIONS),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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}
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fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
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for (mut transform, mut angles) in query.iter_mut() {
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transform.rotation = Quat::from_euler(
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EulerRot::XYZ,
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-FRAC_PI_2 + ops::sin(time.elapsed_secs() * 0.67 * 3.0) * 0.5,
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ops::sin(time.elapsed_secs() * 3.0) * 0.5,
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0.0,
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);
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let angle = (ops::sin(time.elapsed_secs() * 1.2) + 1.0) * (FRAC_PI_4 - 0.1);
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angles.inner_angle = angle * 0.8;
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angles.outer_angle = angle;
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}
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}
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fn movement(
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input: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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mut query: Query<&mut Transform, With<Movable>>,
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) {
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// Calculate translation to move the cubes and ground plane
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let mut translation = Vec3::ZERO;
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// Horizontal forward and backward movement
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if input.pressed(KeyCode::KeyW) {
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translation.z += 1.0;
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} else if input.pressed(KeyCode::KeyS) {
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translation.z -= 1.0;
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}
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// Horizontal left and right movement
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if input.pressed(KeyCode::KeyA) {
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translation.x += 1.0;
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} else if input.pressed(KeyCode::KeyD) {
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translation.x -= 1.0;
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}
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// Vertical movement
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if input.pressed(KeyCode::ShiftLeft) {
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translation.y += 1.0;
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} else if input.pressed(KeyCode::Space) {
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translation.y -= 1.0;
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}
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translation *= 2.0 * time.delta_secs();
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// Apply translation
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for mut transform in &mut query {
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transform.translation += translation;
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}
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}
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fn rotation(
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mut transform: Single<&mut Transform, With<Camera>>,
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input: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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let delta = time.delta_secs();
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if input.pressed(KeyCode::ArrowLeft) {
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transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(delta));
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} else if input.pressed(KeyCode::ArrowRight) {
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transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-delta));
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}
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}
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