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https://github.com/bevyengine/bevy
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ddfafab971
# Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
196 lines
6.3 KiB
Rust
196 lines
6.3 KiB
Rust
//! Simple benchmark to test rendering many point lights.
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//! Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights.
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use std::f64::consts::PI;
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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math::{DVec2, DVec3},
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pbr::{ExtractedPointLight, GlobalLightMeta},
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prelude::*,
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render::{camera::ScalingMode, Extract, RenderApp, RenderStage},
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window::{PresentMode, WindowPlugin},
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};
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use rand::{thread_rng, Rng};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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resolution: (1024.0, 768.0).into(),
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title: "many_lights".into(),
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present_mode: PresentMode::AutoNoVsync,
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..default()
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}),
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..default()
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}))
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.add_plugin(LogDiagnosticsPlugin::default())
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.add_startup_system(setup)
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.add_system(move_camera)
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.add_system(print_light_count)
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.add_plugin(LogVisibleLights)
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.run();
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}
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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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warn!(include_str!("warning_string.txt"));
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const LIGHT_RADIUS: f32 = 0.3;
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const LIGHT_INTENSITY: f32 = 5.0;
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const RADIUS: f32 = 50.0;
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const N_LIGHTS: usize = 100_000;
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commands.spawn(PbrBundle {
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mesh: meshes.add(
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Mesh::try_from(shape::Icosphere {
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radius: RADIUS,
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subdivisions: 9,
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})
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.unwrap(),
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),
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material: materials.add(StandardMaterial::from(Color::WHITE)),
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transform: Transform::from_scale(Vec3::NEG_ONE),
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..default()
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});
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let mesh = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let 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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// NOTE: This pattern is good for testing performance of culling as it provides roughly
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// the same number of visible meshes regardless of the viewing angle.
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// NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
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let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
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let mut rng = thread_rng();
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for i in 0..N_LIGHTS {
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let spherical_polar_theta_phi = fibonacci_spiral_on_sphere(golden_ratio, i, N_LIGHTS);
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let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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range: LIGHT_RADIUS,
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intensity: LIGHT_INTENSITY,
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color: Color::hsl(rng.gen_range(0.0..360.0), 1.0, 0.5),
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..default()
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},
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transform: Transform::from_translation((RADIUS as f64 * unit_sphere_p).as_vec3()),
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..default()
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});
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}
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// camera
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match std::env::args().nth(1).as_deref() {
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Some("orthographic") => commands.spawn(Camera3dBundle {
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projection: OrthographicProjection {
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scale: 20.0,
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scaling_mode: ScalingMode::FixedHorizontal(1.0),
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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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_ => commands.spawn(Camera3dBundle::default()),
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};
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// add one cube, the only one with strong handles
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// also serves as a reference point during rotation
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commands.spawn(PbrBundle {
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mesh,
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material,
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transform: Transform {
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translation: Vec3::new(0.0, RADIUS, 0.0),
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scale: Vec3::splat(5.0),
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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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// NOTE: This epsilon value is apparently optimal for optimizing for the average
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// nearest-neighbor distance. See:
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// http://extremelearning.com.au/how-to-evenly-distribute-points-on-a-sphere-more-effectively-than-the-canonical-fibonacci-lattice/
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// for details.
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const EPSILON: f64 = 0.36;
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fn fibonacci_spiral_on_sphere(golden_ratio: f64, i: usize, n: usize) -> DVec2 {
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DVec2::new(
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PI * 2. * (i as f64 / golden_ratio),
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(1.0 - 2.0 * (i as f64 + EPSILON) / (n as f64 - 1.0 + 2.0 * EPSILON)).acos(),
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)
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}
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fn spherical_polar_to_cartesian(p: DVec2) -> DVec3 {
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let (sin_theta, cos_theta) = p.x.sin_cos();
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let (sin_phi, cos_phi) = p.y.sin_cos();
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DVec3::new(cos_theta * sin_phi, sin_theta * sin_phi, cos_phi)
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}
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// System for rotating the camera
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fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
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let mut camera_transform = camera_query.single_mut();
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let delta = time.delta_seconds() * 0.15;
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camera_transform.rotate_z(delta);
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camera_transform.rotate_x(delta);
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}
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// System for printing the number of meshes on every tick of the timer
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fn print_light_count(time: Res<Time>, mut timer: Local<PrintingTimer>, lights: Query<&PointLight>) {
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timer.0.tick(time.delta());
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if timer.0.just_finished() {
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info!("Lights: {}", lights.iter().len(),);
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}
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}
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struct LogVisibleLights;
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impl Plugin for LogVisibleLights {
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fn build(&self, app: &mut App) {
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let render_app = match app.get_sub_app_mut(RenderApp) {
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Ok(render_app) => render_app,
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Err(_) => return,
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};
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render_app
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.add_system_to_stage(RenderStage::Extract, extract_time)
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.add_system_to_stage(RenderStage::Prepare, print_visible_light_count);
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}
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}
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// System for printing the number of meshes on every tick of the timer
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fn print_visible_light_count(
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time: Res<ExtractedTime>,
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mut timer: Local<PrintingTimer>,
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visible: Query<&ExtractedPointLight>,
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global_light_meta: Res<GlobalLightMeta>,
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) {
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timer.0.tick(time.delta());
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if timer.0.just_finished() {
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info!(
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"Visible Lights: {}, Rendered Lights: {}",
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visible.iter().len(),
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global_light_meta.entity_to_index.len()
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);
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}
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}
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#[derive(Resource, Deref, DerefMut)]
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pub struct ExtractedTime(Time);
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fn extract_time(mut commands: Commands, time: Extract<Res<Time>>) {
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commands.insert_resource(ExtractedTime(time.clone()));
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}
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struct PrintingTimer(Timer);
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impl Default for PrintingTimer {
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fn default() -> Self {
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Self(Timer::from_seconds(1.0, TimerMode::Repeating))
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}
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}
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