mirror of
https://github.com/bevyengine/bevy
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54006b107b
# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
203 lines
6 KiB
Rust
203 lines
6 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(Camera3dBundle {
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camera: Camera {
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hdr: true,
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..default()
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},
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transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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commands.spawn(
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TextBundle::from_section(INSTRUCTIONS, TextStyle::default()).with_style(Style {
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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_seconds() * 0.67 * 3.0) * 0.5,
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ops::sin(time.elapsed_seconds() * 3.0) * 0.5,
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0.0,
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);
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let angle = (ops::sin(time.elapsed_seconds() * 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_seconds();
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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 query: Query<&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 mut transform = query.single_mut();
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let delta = time.delta_seconds();
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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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