mirror of
https://github.com/bevyengine/bevy
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0166db33f7
# Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
321 lines
9.3 KiB
Rust
321 lines
9.3 KiB
Rust
//! 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 std::f32::consts::PI;
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use std::time::Duration;
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use argh::FromArgs;
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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window::{PresentMode, WindowPlugin, WindowResolution},
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winit::{UpdateMode, WinitSettings},
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};
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#[derive(FromArgs, Resource)]
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/// `many_foxes` stress test
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struct Args {
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/// whether all foxes run in sync.
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#[argh(switch)]
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sync: bool,
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/// total number of foxes.
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#[argh(option, default = "1000")]
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count: usize,
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}
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#[derive(Resource)]
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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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sync: bool,
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}
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fn main() {
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// `from_env` panics on the web
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#[cfg(not(target_arch = "wasm32"))]
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let args: Args = argh::from_env();
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#[cfg(target_arch = "wasm32")]
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let args = Args::from_args(&[], &[]).unwrap();
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App::new()
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "🦊🦊🦊 Many Foxes! 🦊🦊🦊".into(),
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present_mode: PresentMode::AutoNoVsync,
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resolution: WindowResolution::new(1920.0, 1080.0)
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.with_scale_factor_override(1.0),
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..default()
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}),
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..default()
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}),
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FrameTimeDiagnosticsPlugin,
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LogDiagnosticsPlugin::default(),
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))
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.insert_resource(WinitSettings {
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focused_mode: UpdateMode::Continuous,
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unfocused_mode: UpdateMode::Continuous,
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})
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.insert_resource(Foxes {
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count: args.count,
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speed: 2.0,
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moving: true,
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sync: args.sync,
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})
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 100.0,
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})
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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setup_scene_once_loaded,
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keyboard_animation_control,
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update_fox_rings.after(keyboard_animation_control),
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),
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)
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.run();
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}
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#[derive(Resource)]
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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 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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warn!(include_str!("warning_string.txt"));
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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(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((
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SpatialBundle::INHERITED_IDENTITY,
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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 = PI * 2. * 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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builder.spawn(SceneBundle {
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scene: fox_handle.clone(),
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transform: Transform::from_xyz(x, 0.0, z)
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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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..default()
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});
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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(Camera3dBundle {
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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()
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});
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// Plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(5000.0, 5000.0)),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
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..default()
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});
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// Light
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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directional_light: DirectionalLight {
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illuminance: 3000.0,
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfigBuilder {
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first_cascade_far_bound: 0.9 * radius,
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maximum_distance: 2.8 * radius,
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..default()
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}
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.into(),
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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<(Entity, &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 (entity, mut player) in &mut player {
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player.play(animations.0[0].clone_weak()).repeat();
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if !foxes.sync {
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player.seek_to(entity.index() as f32 / 10.0);
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}
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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 &mut rings {
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let angular_velocity = foxes.speed / ring.radius;
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transform.rotate_y(rotation_direction.sign() * angular_velocity * dt);
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}
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}
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fn keyboard_animation_control(
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keyboard_input: Res<ButtonInput<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::ArrowUp) {
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foxes.speed *= 1.25;
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}
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if keyboard_input.just_pressed(KeyCode::ArrowDown) {
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foxes.speed *= 0.8;
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}
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if keyboard_input.just_pressed(KeyCode::Enter) {
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*current_animation = (*current_animation + 1) % animations.0.len();
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}
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for mut player in &mut animation_player {
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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::ArrowUp) {
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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::ArrowDown) {
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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::ArrowLeft) {
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let elapsed = player.seek_time();
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player.seek_to(elapsed - 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::ArrowRight) {
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let elapsed = player.seek_time();
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player.seek_to(elapsed + 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::Enter) {
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player
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.play_with_transition(
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animations.0[*current_animation].clone_weak(),
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Duration::from_millis(250),
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)
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.repeat();
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}
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}
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}
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