mirror of
https://github.com/bevyengine/bevy
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03372e590d
# Objective - Cleanup pass to make the examples a bit more succinct, focusing on the topic at hand. - Added drag rotation to make the picking examples more interesting, and to demonstrate a simple use case.
197 lines
7.6 KiB
Rust
197 lines
7.6 KiB
Rust
//! A simple 3D scene to demonstrate mesh picking.
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//!
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//! [`bevy::picking::backend`] provides an API for adding picking hit tests to any entity. To get
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//! started with picking 3d meshes, the [`MeshPickingPlugin`] is provided as a simple starting
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//! point, especially useful for debugging. For your game, you may want to use a 3d picking backend
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//! provided by your physics engine, or a picking shader, depending on your specific use case.
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//!
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//! [`bevy::picking`] allows you to compose backends together to make any entity on screen pickable
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//! with pointers, regardless of how that entity is rendered. For example, `bevy_ui` and
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//! `bevy_sprite` provide their own picking backends that can be enabled at the same time as this
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//! mesh picking backend. This makes it painless to deal with cases like the UI or sprites blocking
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//! meshes underneath them, or vice versa.
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//!
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//! If you want to build more complex interactions than afforded by the provided pointer events, you
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//! may want to use [`MeshRayCast`] or a full physics engine with raycasting capabilities.
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//!
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//! By default, the mesh picking plugin will raycast against all entities, which is especially
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//! useful for debugging. If you want mesh picking to be opt-in, you can set
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//! [`MeshPickingSettings::require_markers`] to `true` and add a [`RayCastPickable`] component to
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//! the desired camera and target entities.
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use std::f32::consts::PI;
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use bevy::{color::palettes::tailwind::*, picking::pointer::PointerInteraction, prelude::*};
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fn main() {
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App::new()
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// MeshPickingPlugin is not a default plugin
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.add_plugins((DefaultPlugins, MeshPickingPlugin))
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.add_systems(Startup, setup_scene)
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.add_systems(Update, (draw_mesh_intersections, rotate))
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.run();
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}
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/// A marker component for our shapes so we can query them separately from the ground plane.
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#[derive(Component)]
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struct Shape;
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const SHAPES_X_EXTENT: f32 = 14.0;
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const EXTRUSION_X_EXTENT: f32 = 16.0;
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const Z_EXTENT: f32 = 5.0;
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fn setup_scene(
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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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// Set up the materials.
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let white_matl = materials.add(Color::WHITE);
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let ground_matl = materials.add(Color::from(GRAY_300));
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let hover_matl = materials.add(Color::from(CYAN_300));
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let pressed_matl = materials.add(Color::from(YELLOW_300));
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let shapes = [
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meshes.add(Cuboid::default()),
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meshes.add(Tetrahedron::default()),
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meshes.add(Capsule3d::default()),
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meshes.add(Torus::default()),
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meshes.add(Cylinder::default()),
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meshes.add(Cone::default()),
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meshes.add(ConicalFrustum::default()),
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meshes.add(Sphere::default().mesh().ico(5).unwrap()),
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meshes.add(Sphere::default().mesh().uv(32, 18)),
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];
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let extrusions = [
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meshes.add(Extrusion::new(Rectangle::default(), 1.)),
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meshes.add(Extrusion::new(Capsule2d::default(), 1.)),
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meshes.add(Extrusion::new(Annulus::default(), 1.)),
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meshes.add(Extrusion::new(Circle::default(), 1.)),
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meshes.add(Extrusion::new(Ellipse::default(), 1.)),
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meshes.add(Extrusion::new(RegularPolygon::default(), 1.)),
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meshes.add(Extrusion::new(Triangle2d::default(), 1.)),
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];
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let num_shapes = shapes.len();
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// Spawn the shapes. The meshes will be pickable by default.
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for (i, shape) in shapes.into_iter().enumerate() {
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commands
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.spawn((
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Mesh3d(shape),
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MeshMaterial3d(white_matl.clone()),
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Transform::from_xyz(
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-SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
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2.0,
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Z_EXTENT / 2.,
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)
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.with_rotation(Quat::from_rotation_x(-PI / 4.)),
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Shape,
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))
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.observe(update_material_on::<Pointer<Over>>(hover_matl.clone()))
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.observe(update_material_on::<Pointer<Out>>(white_matl.clone()))
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.observe(update_material_on::<Pointer<Down>>(pressed_matl.clone()))
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.observe(update_material_on::<Pointer<Up>>(hover_matl.clone()))
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.observe(rotate_on_drag);
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}
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let num_extrusions = extrusions.len();
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for (i, shape) in extrusions.into_iter().enumerate() {
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commands
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.spawn((
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Mesh3d(shape),
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MeshMaterial3d(white_matl.clone()),
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Transform::from_xyz(
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-EXTRUSION_X_EXTENT / 2.
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+ i as f32 / (num_extrusions - 1) as f32 * EXTRUSION_X_EXTENT,
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2.0,
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-Z_EXTENT / 2.,
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)
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.with_rotation(Quat::from_rotation_x(-PI / 4.)),
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Shape,
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))
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.observe(update_material_on::<Pointer<Over>>(hover_matl.clone()))
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.observe(update_material_on::<Pointer<Out>>(white_matl.clone()))
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.observe(update_material_on::<Pointer<Down>>(pressed_matl.clone()))
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.observe(update_material_on::<Pointer<Up>>(hover_matl.clone()))
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.observe(rotate_on_drag);
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}
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// Ground
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0).subdivisions(10))),
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MeshMaterial3d(ground_matl.clone()),
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PickingBehavior::IGNORE, // Disable picking for the ground plane.
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));
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// Light
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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intensity: 10_000_000.,
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range: 100.0,
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shadow_depth_bias: 0.2,
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..default()
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},
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Transform::from_xyz(8.0, 16.0, 8.0),
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));
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// Camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
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));
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// Instructions
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commands.spawn((
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Text::new("Hover over the shapes to pick them\nDrag to rotate"),
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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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));
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}
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/// Returns an observer that updates the entity's material to the one specified.
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fn update_material_on<E>(
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new_material: Handle<StandardMaterial>,
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) -> impl Fn(Trigger<E>, Query<&mut MeshMaterial3d<StandardMaterial>>) {
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// An observer closure that captures `new_material`. We do this to avoid needing to write four
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// versions of this observer, each triggered by a different event and with a different hardcoded
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// material. Instead, the event type is a generic, and the material is passed in.
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move |trigger, mut query| {
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if let Ok(mut material) = query.get_mut(trigger.entity()) {
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material.0 = new_material.clone();
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}
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}
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}
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/// A system that draws hit indicators for every pointer.
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fn draw_mesh_intersections(pointers: Query<&PointerInteraction>, mut gizmos: Gizmos) {
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for (point, normal) in pointers
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.iter()
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.filter_map(|interaction| interaction.get_nearest_hit())
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.filter_map(|(_entity, hit)| hit.position.zip(hit.normal))
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{
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gizmos.sphere(point, 0.05, RED_500);
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gizmos.arrow(point, point + normal.normalize() * 0.5, PINK_100);
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}
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}
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/// A system that rotates all shapes.
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fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
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for mut transform in &mut query {
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transform.rotate_y(time.delta_secs() / 2.);
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}
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}
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/// An observer to rotate an entity when it is dragged
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fn rotate_on_drag(drag: Trigger<Pointer<Drag>>, mut transforms: Query<&mut Transform>) {
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let mut transform = transforms.get_mut(drag.entity()).unwrap();
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transform.rotate_y(drag.delta.x * 0.02);
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transform.rotate_x(drag.delta.y * 0.02);
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}
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