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https://github.com/bevyengine/bevy
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599e5e4e76
# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
170 lines
5.7 KiB
Rust
170 lines
5.7 KiB
Rust
//! Skinned mesh example with mesh and joints data defined in code.
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//! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
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use std::f32::consts::*;
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use bevy::{
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pbr::AmbientLight,
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prelude::*,
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render::{
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mesh::{
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skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
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Indices, PrimitiveTopology, VertexAttributeValues,
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},
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render_asset::RenderAssetUsages,
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},
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};
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use rand::{rngs::StdRng, Rng, SeedableRng};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(AmbientLight {
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brightness: 3000.0,
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..default()
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})
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.add_systems(Startup, setup)
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.add_systems(Update, joint_animation)
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.run();
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}
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/// Used to mark a joint to be animated in the [`joint_animation`] system.
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#[derive(Component)]
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struct AnimatedJoint;
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/// Construct a mesh and a skeleton with 2 joints for that mesh,
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/// and mark the second joint to be animated.
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/// It is similar to the scene defined in `models/SimpleSkin/SimpleSkin.gltf`
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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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mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
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) {
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// Create a camera
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commands.spawn(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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// Create inverse bindpose matrices for a skeleton consists of 2 joints
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let inverse_bindposes = skinned_mesh_inverse_bindposes_assets.add(vec![
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Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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]);
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// Create a mesh
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let mesh = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::RENDER_WORLD,
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)
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// Set mesh vertex positions
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_POSITION,
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vec![
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[0.0, 0.0, 0.0],
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[1.0, 0.0, 0.0],
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[0.0, 0.5, 0.0],
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[1.0, 0.5, 0.0],
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[0.0, 1.0, 0.0],
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[1.0, 1.0, 0.0],
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[0.0, 1.5, 0.0],
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[1.0, 1.5, 0.0],
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[0.0, 2.0, 0.0],
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[1.0, 2.0, 0.0],
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],
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)
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// Set mesh vertex normals
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.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10])
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// Set mesh vertex joint indices for mesh skinning.
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// Each vertex gets 4 indices used to address the `JointTransforms` array in the vertex shader
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// as well as `SkinnedMeshJoint` array in the `SkinnedMesh` component.
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// This means that a maximum of 4 joints can affect a single vertex.
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_JOINT_INDEX,
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// Need to be explicit here as [u16; 4] could be either Uint16x4 or Unorm16x4.
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VertexAttributeValues::Uint16x4(vec![
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[0, 0, 0, 0],
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[0, 0, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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]),
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)
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// Set mesh vertex joint weights for mesh skinning.
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// Each vertex gets 4 joint weights corresponding to the 4 joint indices assigned to it.
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// The sum of these weights should equal to 1.
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_JOINT_WEIGHT,
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vec![
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[1.00, 0.00, 0.0, 0.0],
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[1.00, 0.00, 0.0, 0.0],
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[0.75, 0.25, 0.0, 0.0],
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[0.75, 0.25, 0.0, 0.0],
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[0.50, 0.50, 0.0, 0.0],
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[0.50, 0.50, 0.0, 0.0],
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[0.25, 0.75, 0.0, 0.0],
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[0.25, 0.75, 0.0, 0.0],
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[0.00, 1.00, 0.0, 0.0],
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[0.00, 1.00, 0.0, 0.0],
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],
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)
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// Tell bevy to construct triangles from a list of vertex indices,
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// where each 3 vertex indices form an triangle.
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.with_inserted_indices(Indices::U16(vec![
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0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4, 4, 5, 7, 4, 7, 6, 6, 7, 9, 6, 9, 8,
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]));
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let mesh = meshes.add(mesh);
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let mut rng = StdRng::seed_from_u64(42);
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for i in -5..5 {
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// Create joint entities
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let joint_0 = commands
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.spawn(TransformBundle::from(Transform::from_xyz(
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i as f32 * 1.5,
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0.0,
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i as f32 * 0.1,
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)))
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.id();
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let joint_1 = commands
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.spawn((AnimatedJoint, TransformBundle::IDENTITY))
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.id();
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// Set joint_1 as a child of joint_0.
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commands.entity(joint_0).push_children(&[joint_1]);
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// Each joint in this vector corresponds to each inverse bindpose matrix in `SkinnedMeshInverseBindposes`.
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let joint_entities = vec![joint_0, joint_1];
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// Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh.
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commands.spawn((
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PbrBundle {
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mesh: mesh.clone(),
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material: materials.add(Color::srgb(
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rng.gen_range(0.0..1.0),
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rng.gen_range(0.0..1.0),
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rng.gen_range(0.0..1.0),
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)),
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..default()
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},
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SkinnedMesh {
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inverse_bindposes: inverse_bindposes.clone(),
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joints: joint_entities,
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},
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));
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}
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}
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/// Animate the joint marked with [`AnimatedJoint`] component.
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fn joint_animation(time: Res<Time>, mut query: Query<&mut Transform, With<AnimatedJoint>>) {
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for mut transform in &mut query {
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transform.rotation = Quat::from_rotation_z(FRAC_PI_2 * time.elapsed_seconds().sin());
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}
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}
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