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|
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use std::f32::consts::PI; |
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|
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use bevy::{ |
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camera::Viewport, |
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feathers::{ |
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controls::FeathersButton, dark_theme::create_dark_theme, display::caption, theme::UiTheme, |
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FeathersPlugins, |
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}, |
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light::CascadeShadowConfigBuilder, |
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prelude::*, |
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ui_widgets::Activate, |
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window::WindowResized, |
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}; |
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|
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fn main() { |
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App::new() |
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.add_plugins((DefaultPlugins, FeathersPlugins)) |
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.insert_resource(UiTheme(create_dark_theme())) |
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.add_systems(Startup, setup) |
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.add_systems(Update, set_camera_viewports) |
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.add_observer(on_activate_rotate_camera) |
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.run(); |
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} |
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|
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|
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fn setup( |
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mut commands: Commands, |
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asset_server: Res<AssetServer>, |
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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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|
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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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)); |
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|
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commands.spawn(WorldAssetRoot( |
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")), |
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)); |
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|
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|
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commands.spawn(( |
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), |
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DirectionalLight { |
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shadow_maps_enabled: true, |
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..default() |
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}, |
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CascadeShadowConfigBuilder { |
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num_cascades: if cfg!(all( |
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feature = "webgl2", |
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target_arch = "wasm32", |
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not(feature = "webgpu") |
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)) { |
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|
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1 |
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} else { |
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2 |
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}, |
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first_cascade_far_bound: 200.0, |
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maximum_distance: 280.0, |
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..default() |
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} |
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.build(), |
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)); |
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|
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|
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for (index, (camera_name, camera_pos)) in [ |
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("Player 1", Vec3::new(0.0, 200.0, -150.0)), |
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("Player 2", Vec3::new(150.0, 150., 50.0)), |
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("Player 3", Vec3::new(100.0, 150., -150.0)), |
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("Player 4", Vec3::new(-100.0, 80., 150.0)), |
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] |
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.iter() |
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.enumerate() |
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{ |
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let camera = commands |
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.spawn(( |
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Camera3d::default(), |
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Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y), |
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Camera { |
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|
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order: index as isize, |
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..default() |
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}, |
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CameraPosition { |
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pos: UVec2::new((index % 2) as u32, (index / 2) as u32), |
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}, |
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)) |
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.id(); |
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|
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|
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let buttons_entity = commands.spawn_scene(buttons_panel()).id(); |
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commands |
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.spawn(( |
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UiTargetCamera(camera), |
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Node { |
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width: percent(100), |
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height: percent(100), |
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..default() |
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}, |
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children![( |
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Text::new(*camera_name), |
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Node { |
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margin: px(12).all(), |
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..default() |
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}, |
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),], |
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)) |
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.add_child(buttons_entity); |
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} |
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|
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fn buttons_panel() -> impl Scene { |
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bsn! { |
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Node { |
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position_type: PositionType::Absolute, |
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width: percent(100), |
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height: percent(100), |
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display: Display::Flex, |
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flex_direction: FlexDirection::Row, |
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justify_content: JustifyContent::SpaceBetween, |
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align_items: AlignItems::Center, |
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padding: UiRect::all(px(20)), |
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} |
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Children [ |
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@rotate_button("<", Direction::Left) |
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-- |
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@rotate_button(">", Direction::Right) |
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] |
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} |
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} |
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|
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fn rotate_button(text_caption: &'static str, direction: Direction) -> impl Scene { |
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bsn! { |
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RotateCamera(direction) |
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@FeathersButton { |
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@caption: bsn! { @caption(text_caption) }, |
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} |
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Node { |
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width: px(40), |
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} |
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} |
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} |
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} |
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|
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#[derive(Component)] |
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struct CameraPosition { |
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pos: UVec2, |
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} |
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|
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#[derive(Component, Clone, Default, PartialEq)] |
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struct RotateCamera(Direction); |
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|
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#[derive(Clone, Default, PartialEq)] |
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enum Direction { |
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#[default] |
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Left, |
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Right, |
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} |
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|
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fn set_camera_viewports( |
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windows: Query<&Window>, |
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mut window_resized_reader: MessageReader<WindowResized>, |
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mut query: Query<(&CameraPosition, &mut Camera)>, |
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) { |
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|
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|
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|
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for window_resized in window_resized_reader.read() { |
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let window = windows.get(window_resized.window).unwrap(); |
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let size = window.physical_size() / 2; |
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|
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for (camera_position, mut camera) in &mut query { |
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camera.viewport = Some(Viewport { |
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physical_position: camera_position.pos * size, |
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physical_size: size, |
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..default() |
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}); |
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} |
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} |
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} |
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|
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fn on_activate_rotate_camera( |
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event: On<Activate>, |
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button_query: Query<(&ComputedUiTargetCamera, &RotateCamera), With<FeathersButton>>, |
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mut camera_query: Query<&mut Transform, With<Camera>>, |
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) { |
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let Ok((computed_target, RotateCamera(direction))) = button_query.get(event.entity) else { |
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return; |
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}; |
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|
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|
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|
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if let Some(mut camera_transform) = computed_target |
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.get() |
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.and_then(|camera| camera_query.get_mut(camera).ok()) |
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{ |
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let angle = match direction { |
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Direction::Left => -0.1, |
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Direction::Right => 0.1, |
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}; |
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camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle)); |
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} |
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} |