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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(); } } ```
218 lines
7.1 KiB
Rust
218 lines
7.1 KiB
Rust
//! Shows how to modify mesh assets after spawning.
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use bevy::{
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gltf::GltfLoaderSettings,
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input::common_conditions::input_just_pressed,
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prelude::*,
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render::{mesh::VertexAttributeValues, render_asset::RenderAssetUsages},
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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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.add_systems(Startup, (setup, spawn_text))
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.add_systems(
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Update,
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alter_handle.run_if(input_just_pressed(KeyCode::Space)),
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)
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.add_systems(
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Update,
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alter_mesh.run_if(input_just_pressed(KeyCode::Enter)),
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)
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.run();
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}
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#[derive(Component, Debug)]
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enum Shape {
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Cube,
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Sphere,
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}
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impl Shape {
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fn get_model_path(&self) -> String {
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match self {
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Shape::Cube => "models/cube/cube.gltf".into(),
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Shape::Sphere => "models/sphere/sphere.gltf".into(),
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}
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}
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fn set_next_variant(&mut self) {
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*self = match self {
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Shape::Cube => Shape::Sphere,
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Shape::Sphere => Shape::Cube,
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}
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}
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}
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#[derive(Component, Debug)]
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struct Left;
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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 materials: ResMut<Assets<StandardMaterial>>,
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) {
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let left_shape = Shape::Cube;
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let right_shape = Shape::Cube;
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// In normal use, you can call `asset_server.load`, however see below for an explanation of
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// `RenderAssetUsages`.
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let left_shape_model = asset_server.load_with_settings(
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GltfAssetLabel::Primitive {
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mesh: 0,
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// This field stores an index to this primitive in its parent mesh. In this case, we
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// want the first one. You might also have seen the syntax:
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//
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// models/cube/cube.gltf#Scene0
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//
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// which accomplishes the same thing.
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primitive: 0,
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}
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.from_asset(left_shape.get_model_path()),
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// `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
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// It's helpful to know it exists, however.
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//
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// `RenderAssetUsages` tell Bevy whether to keep the data around:
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// - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
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// - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
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// - or both.
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// `RENDER_WORLD` is necessary to render the mesh, `MAIN_WORLD` is necessary to inspect
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// and modify the mesh (via `ResMut<Assets<Mesh>>`).
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//
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// Since most games will not need to modify meshes at runtime, many developers opt to pass
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// only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the mesh in
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// RAM. For this example however, this would not work, as we need to inspect and modify the
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// mesh at runtime.
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|settings: &mut GltfLoaderSettings| settings.load_meshes = RenderAssetUsages::all(),
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);
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// Here, we rely on the default loader settings to achieve a similar result to the above.
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let right_shape_model = asset_server.load(
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GltfAssetLabel::Primitive {
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mesh: 0,
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primitive: 0,
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}
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.from_asset(right_shape.get_model_path()),
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);
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// Add a material asset directly to the materials storage
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let material_handle = materials.add(StandardMaterial {
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base_color: Color::srgb(0.6, 0.8, 0.6),
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..default()
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});
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commands.spawn((
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Left,
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Name::new("Left Shape"),
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Mesh3d(left_shape_model),
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MeshMaterial3d(material_handle.clone()),
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Transform::from_xyz(-3.0, 0.0, 0.0),
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left_shape,
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));
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commands.spawn((
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Name::new("Right Shape"),
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Mesh3d(right_shape_model),
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MeshMaterial3d(material_handle),
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Transform::from_xyz(3.0, 0.0, 0.0),
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right_shape,
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));
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commands.spawn((
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Name::new("Point Light"),
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PointLight::default(),
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Transform::from_xyz(4.0, 5.0, 4.0),
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));
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commands.spawn((
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Name::new("Camera"),
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Camera3d::default(),
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Transform::from_xyz(0.0, 3.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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fn spawn_text(mut commands: Commands) {
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commands.spawn((
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Name::new("Instructions"),
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Text::new(
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"Space: swap meshes by mutating a Handle<Mesh>\n\
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Return: mutate the mesh itself, changing all copies of it",
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),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.),
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left: Val::Px(12.),
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..default()
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},
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));
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}
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fn alter_handle(
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asset_server: Res<AssetServer>,
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mut right_shape: Query<(&mut Mesh3d, &mut Shape), Without<Left>>,
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) {
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// Mesh handles, like other parts of the ECS, can be queried as mutable and modified at
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// runtime. We only spawned one shape without the `Left` marker component.
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let Ok((mut mesh, mut shape)) = right_shape.get_single_mut() else {
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return;
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};
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// Switch to a new Shape variant
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shape.set_next_variant();
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// Modify the handle associated with the Shape on the right side. Note that we will only
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// have to load the same path from storage media once: repeated attempts will re-use the
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// asset.
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mesh.0 = asset_server.load(
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GltfAssetLabel::Primitive {
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mesh: 0,
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primitive: 0,
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}
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.from_asset(shape.get_model_path()),
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);
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}
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fn alter_mesh(
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mut is_mesh_scaled: Local<bool>,
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left_shape: Query<&Mesh3d, With<Left>>,
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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// It's convenient to retrieve the asset handle stored with the shape on the left. However,
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// we could just as easily have retained this in a resource or a dedicated component.
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let Ok(handle) = left_shape.get_single() else {
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return;
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};
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// Obtain a mutable reference to the Mesh asset.
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let Some(mesh) = meshes.get_mut(handle) else {
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return;
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};
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// Now we can directly manipulate vertices on the mesh. Here, we're just scaling in and out
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// for demonstration purposes. This will affect all entities currently using the asset.
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//
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// To do this, we need to grab the stored attributes of each vertex. `Float32x3` just describes
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// the format in which the attributes will be read: each position consists of an array of three
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// f32 corresponding to x, y, and z.
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//
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// `ATTRIBUTE_POSITION` is a constant indicating that we want to know where the vertex is
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// located in space (as opposed to which way its normal is facing, vertex color, or other
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// details).
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if let Some(VertexAttributeValues::Float32x3(positions)) =
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mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION)
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{
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// Check a Local value (which only this system can make use of) to determine if we're
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// currently scaled up or not.
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let scale_factor = if *is_mesh_scaled { 0.5 } else { 2.0 };
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for position in positions.iter_mut() {
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// Apply the scale factor to each of x, y, and z.
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position[0] *= scale_factor;
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position[1] *= scale_factor;
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position[2] *= scale_factor;
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}
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// Flip the local value to reverse the behaviour next time the key is pressed.
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*is_mesh_scaled = !*is_mesh_scaled;
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}
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}
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