mirror of
https://github.com/bevyengine/bevy
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4847f7e3ad
Remove unnecessary calls to `iter()`/`iter_mut()`. Mainly updates the use of queries in our code, docs, and examples. ```rust // From for _ in list.iter() { for _ in list.iter_mut() { // To for _ in &list { for _ in &mut list { ``` We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library. ## Note for reviewers As you can see the additions and deletions are exactly equal. Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line. I already experienced enough pain making this PR :) Co-authored-by: devil-ira <justthecooldude@gmail.com>
249 lines
7.6 KiB
Rust
249 lines
7.6 KiB
Rust
//! Illustrates different lights of various types and colors, some static, some moving over
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//! a simple scene.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(movement)
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.add_system(animate_light_direction)
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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_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
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material: materials.add(StandardMaterial {
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base_color: Color::WHITE,
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perceptual_roughness: 1.0,
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..default()
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}),
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..default()
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});
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// left wall
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let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
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transform.rotate_z(std::f32::consts::FRAC_PI_2);
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
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transform,
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material: materials.add(StandardMaterial {
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base_color: Color::INDIGO,
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perceptual_roughness: 1.0,
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..default()
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}),
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..default()
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});
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// back (right) wall
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let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
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transform.rotate_x(std::f32::consts::FRAC_PI_2);
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
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transform,
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material: materials.add(StandardMaterial {
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base_color: Color::INDIGO,
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perceptual_roughness: 1.0,
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..default()
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}),
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..default()
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});
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// cube
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(StandardMaterial {
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base_color: Color::PINK,
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..default()
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}),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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})
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.insert(Movable);
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// sphere
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 0.5,
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..default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::LIME_GREEN,
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..default()
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}),
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transform: Transform::from_xyz(1.5, 1.0, 1.5),
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..default()
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})
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.insert(Movable);
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// ambient light
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commands.insert_resource(AmbientLight {
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color: Color::ORANGE_RED,
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brightness: 0.02,
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});
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// red point light
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commands
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.spawn_bundle(PointLightBundle {
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// transform: Transform::from_xyz(5.0, 8.0, 2.0),
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transform: Transform::from_xyz(1.0, 2.0, 0.0),
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point_light: PointLight {
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intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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color: Color::RED,
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shadows_enabled: true,
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..default()
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},
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..default()
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})
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.with_children(|builder| {
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builder.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 0.1,
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..default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::RED,
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emissive: Color::rgba_linear(100.0, 0.0, 0.0, 0.0),
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..default()
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}),
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..default()
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});
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});
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// green spot light
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commands
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.spawn_bundle(SpotLightBundle {
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transform: Transform::from_xyz(-1.0, 2.0, 0.0)
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.looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
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spot_light: SpotLight {
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intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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color: Color::GREEN,
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shadows_enabled: true,
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inner_angle: 0.6,
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outer_angle: 0.8,
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..default()
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},
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..default()
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})
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.with_children(|builder| {
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builder.spawn_bundle(PbrBundle {
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transform: Transform::from_rotation(Quat::from_rotation_x(
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std::f32::consts::PI / 2.0,
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)),
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mesh: meshes.add(Mesh::from(shape::Capsule {
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depth: 0.125,
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radius: 0.1,
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..default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::GREEN,
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emissive: Color::rgba_linear(0.0, 100.0, 0.0, 0.0),
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..default()
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}),
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..default()
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});
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});
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// blue point light
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commands
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.spawn_bundle(PointLightBundle {
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// transform: Transform::from_xyz(5.0, 8.0, 2.0),
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transform: Transform::from_xyz(0.0, 4.0, 0.0),
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point_light: PointLight {
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intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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color: Color::BLUE,
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shadows_enabled: true,
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..default()
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},
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..default()
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})
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.with_children(|builder| {
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builder.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 0.1,
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..default()
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::BLUE,
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emissive: Color::rgba_linear(0.0, 0.0, 100.0, 0.0),
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..default()
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}),
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..default()
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});
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});
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// directional 'sun' light
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const HALF_SIZE: f32 = 10.0;
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commands.spawn_bundle(DirectionalLightBundle {
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directional_light: DirectionalLight {
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// Configure the projection to better fit the scene
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shadow_projection: OrthographicProjection {
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left: -HALF_SIZE,
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right: HALF_SIZE,
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bottom: -HALF_SIZE,
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top: HALF_SIZE,
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near: -10.0 * HALF_SIZE,
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far: 10.0 * HALF_SIZE,
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..default()
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},
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shadows_enabled: true,
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..default()
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},
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transform: Transform {
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translation: Vec3::new(0.0, 2.0, 0.0),
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rotation: Quat::from_rotation_x(-std::f32::consts::FRAC_PI_4),
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..default()
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},
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..default()
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});
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// camera
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commands.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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fn animate_light_direction(
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time: Res<Time>,
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mut query: Query<&mut Transform, With<DirectionalLight>>,
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) {
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for mut transform in &mut query {
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transform.rotate_y(time.delta_seconds() * 0.5);
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}
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}
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fn movement(
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input: Res<Input<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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for mut transform in &mut query {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::Up) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::Down) {
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direction.y -= 1.0;
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}
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if input.pressed(KeyCode::Left) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::Right) {
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direction.x += 1.0;
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}
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transform.translation += time.delta_seconds() * 2.0 * direction;
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}
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}
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