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https://github.com/bevyengine/bevy
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# 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(); } } ```
227 lines
7.4 KiB
Rust
227 lines
7.4 KiB
Rust
//! This example shows how to align the orientations of objects in 3D space along two axes using the `Transform::align` API.
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use bevy::{
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color::palettes::basic::{GRAY, RED, WHITE},
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input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
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math::StableInterpolate,
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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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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (draw_ship_axes, draw_random_axes))
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.add_systems(Update, (handle_keypress, handle_mouse, rotate_ship).chain())
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.run();
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}
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/// This struct stores metadata for a single rotational move of the ship
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#[derive(Component, Default)]
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struct Ship {
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/// The target transform of the ship move, the endpoint of interpolation
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target_transform: Transform,
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/// Whether the ship is currently in motion; allows motion to be paused
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in_motion: bool,
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}
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#[derive(Component)]
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struct RandomAxes(Dir3, Dir3);
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#[derive(Component)]
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struct Instructions;
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#[derive(Resource)]
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struct MousePressed(bool);
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#[derive(Resource)]
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struct SeededRng(ChaCha8Rng);
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// Setup
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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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asset_server: Res<AssetServer>,
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) {
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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 seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
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// A camera looking at the origin
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(3., 2.5, 4.).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// A plane that we can sit on top of
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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::srgb(0.3, 0.5, 0.3))),
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Transform::from_xyz(0., -2., 0.),
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));
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// A light source
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 7.0, -4.0),
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));
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// Initialize random axes
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let first = seeded_rng.gen();
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let second = seeded_rng.gen();
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commands.spawn(RandomAxes(first, second));
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// Finally, our ship that is going to rotate
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commands.spawn((
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SceneRoot(
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asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/ship/craft_speederD.gltf")),
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),
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Ship {
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target_transform: random_axes_target_alignment(&RandomAxes(first, second)),
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..default()
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},
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));
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// Instructions for the example
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commands.spawn((
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Text::new(
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"The bright red axis is the primary alignment axis, and it will always be\n\
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made to coincide with the primary target direction (white) exactly.\n\
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The fainter red axis is the secondary alignment axis, and it is made to\n\
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line up with the secondary target direction (gray) as closely as possible.\n\
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Press 'R' to generate random target directions.\n\
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Press 'T' to align the ship to those directions.\n\
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Click and drag the mouse to rotate the camera.\n\
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Press 'H' to hide/show these instructions.",
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),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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Instructions,
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));
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commands.insert_resource(MousePressed(false));
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commands.insert_resource(SeededRng(seeded_rng));
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}
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// Update systems
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// Draw the main and secondary axes on the rotating ship
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fn draw_ship_axes(mut gizmos: Gizmos, ship_transform: Single<&Transform, With<Ship>>) {
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// Local Z-axis arrow, negative direction
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let z_ends = arrow_ends(*ship_transform, Vec3::NEG_Z, 1.5);
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gizmos.arrow(z_ends.0, z_ends.1, RED);
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// local X-axis arrow
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let x_ends = arrow_ends(*ship_transform, Vec3::X, 1.5);
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gizmos.arrow(x_ends.0, x_ends.1, Color::srgb(0.65, 0., 0.));
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}
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// Draw the randomly generated axes
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fn draw_random_axes(mut gizmos: Gizmos, random_axes: Single<&RandomAxes>) {
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let RandomAxes(v1, v2) = *random_axes;
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gizmos.arrow(Vec3::ZERO, 1.5 * *v1, WHITE);
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gizmos.arrow(Vec3::ZERO, 1.5 * *v2, GRAY);
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}
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// Actually update the ship's transform according to its initial source and target
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fn rotate_ship(ship: Single<(&mut Ship, &mut Transform)>, time: Res<Time>) {
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let (mut ship, mut ship_transform) = ship.into_inner();
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if !ship.in_motion {
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return;
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}
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let target_rotation = ship.target_transform.rotation;
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ship_transform
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.rotation
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.smooth_nudge(&target_rotation, 3.0, time.delta_secs());
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if ship_transform.rotation.angle_between(target_rotation) <= f32::EPSILON {
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ship.in_motion = false;
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}
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}
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// Handle user inputs from the keyboard for dynamically altering the scenario
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fn handle_keypress(
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mut ship: Single<&mut Ship>,
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mut random_axes: Single<&mut RandomAxes>,
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mut instructions_viz: Single<&mut Visibility, With<Instructions>>,
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keyboard: Res<ButtonInput<KeyCode>>,
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mut seeded_rng: ResMut<SeededRng>,
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) {
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if keyboard.just_pressed(KeyCode::KeyR) {
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// Randomize the target axes
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let first = seeded_rng.0.gen();
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let second = seeded_rng.0.gen();
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**random_axes = RandomAxes(first, second);
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// Stop the ship and set it up to transform from its present orientation to the new one
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ship.in_motion = false;
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ship.target_transform = random_axes_target_alignment(&random_axes);
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}
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if keyboard.just_pressed(KeyCode::KeyT) {
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ship.in_motion ^= true;
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}
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if keyboard.just_pressed(KeyCode::KeyH) {
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if *instructions_viz.as_ref() == Visibility::Hidden {
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**instructions_viz = Visibility::Visible;
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} else {
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**instructions_viz = Visibility::Hidden;
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}
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}
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}
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// Handle user mouse input for panning the camera around
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fn handle_mouse(
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accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
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mut button_events: EventReader<MouseButtonInput>,
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mut camera_transform: Single<&mut Transform, With<Camera>>,
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mut mouse_pressed: ResMut<MousePressed>,
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) {
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// Store left-pressed state in the MousePressed resource
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for button_event in button_events.read() {
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if button_event.button != MouseButton::Left {
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continue;
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}
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*mouse_pressed = MousePressed(button_event.state.is_pressed());
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}
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// If the mouse is not pressed, just ignore motion events
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if !mouse_pressed.0 {
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return;
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}
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if accumulated_mouse_motion.delta != Vec2::ZERO {
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let displacement = accumulated_mouse_motion.delta.x;
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camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 75.));
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}
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}
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// Helper functions (i.e. non-system functions)
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fn arrow_ends(transform: &Transform, axis: Vec3, length: f32) -> (Vec3, Vec3) {
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let local_vector = length * (transform.rotation * axis);
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(transform.translation, transform.translation + local_vector)
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}
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// This is where `Transform::align` is actually used!
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// Note that the choice of `Vec3::X` and `Vec3::Y` here matches the use of those in `draw_ship_axes`.
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fn random_axes_target_alignment(random_axes: &RandomAxes) -> Transform {
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let RandomAxes(first, second) = random_axes;
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Transform::IDENTITY.aligned_by(Vec3::NEG_Z, *first, Vec3::X, *second)
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}
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