mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
a795de30b4
# Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
311 lines
8.9 KiB
Rust
311 lines
8.9 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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};
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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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/// wether 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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let args: Args = argh::from_env();
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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(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: 1.0,
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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(shape::Plane::from_size(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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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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