mirror of
https://github.com/storytold/storyteller-bevy.git
synced 2026-10-17 00:13:17 +00:00
Fix wireframe bug and scene element tag
This commit is contained in:
+1
-1
@@ -32,7 +32,7 @@ web-sys = { version = "0.3.65", optional = true, features = [
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"HtmlElement",
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"Window",
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] }
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space_editor = {git = "https://github.com/rewin123/space_editor", rev = "0c3a8eaf1acea181407c43b7226799b2d08b4c89"}
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space_editor = {git = "https://github.com/rewin123/space_editor", rev = "ce83f86dc902787ab16213f3209276a784654df6"}
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[features]
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wasm = [
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@@ -61,6 +61,9 @@ impl Plugin for DebugPlugin {
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.disable::<EditorDefaultCameraPlugin>()
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.disable::<BottomMenuPlugin>()
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.disable::<GizmoToolPlugin>()
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.set(space_editor::prelude::SelectedPlugin {
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show_selected_wireframe: false
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})
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);
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app.add_systems(Update, sync_editor_camera);
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@@ -24,6 +24,8 @@ impl Plugin for SelectionPlugin {
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.chain()
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.after(SceneSpawnerSystem),
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);
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app.add_systems(Update, tag_scene_elements);
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#[cfg(feature = "wasm")]
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app.add_systems(
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+140
-164
@@ -13,7 +13,7 @@ use bevy::{
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scene::InstanceId,
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};
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use space_editor::prelude::{space_undo::OneFrameUndoIgnore, PrefabMarker};
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use space_editor::{prelude::{space_undo::OneFrameUndoIgnore, PrefabMarker}, space_prefab::component::{SceneAutoChild, SceneAutoRoot}};
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#[cfg(feature = "wasm")]
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use wasm_bindgen::prelude::wasm_bindgen;
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@@ -63,6 +63,8 @@ impl Plugin for ScenePlugin {
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.in_set(SceneSpawnerSystem),
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);
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app.add_systems(Update, tag_scene_elements);
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#[cfg(feature = "wasm")]
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app.add_systems(
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Update,
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@@ -156,22 +158,8 @@ fn init_scene_loading(
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mut st_next: ResMut<NextState<SceneState>>,
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) {
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if let Some(id) = er.read().last() {
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// let name = &**id;
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// let path = format!("gltf/{name}.gltf");
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// // Avoid trying to re-load this scene if it's already active
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// if let Some(active_scene_path) =
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// r_active_scene.and_then(|scene| scene.source.path().cloned())
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// {
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// if active_scene_path == AssetPath::parse(&path) {
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// return;
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// }
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// }
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// cmd.insert_resource(PendingScene(assets.load(path)));
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// st_next.set(SceneState::Loading);
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info!("Loading scene: {}", id.0);
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st_next.set(SceneState::Active);
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cmd.spawn((
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SpatialBundle::default(),
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@@ -180,7 +168,7 @@ fn init_scene_loading(
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scene: "Scene0".to_string(),
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},
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PrefabMarker,
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SceneElement
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SceneRoot
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));
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}
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@@ -256,9 +244,6 @@ fn tick_scene_spawning(
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fn tag_scene_elements(
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mut cmd: Commands,
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r_scene_spawner: Res<SceneSpawner>,
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r_active_scene: Res<ActiveScene>,
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ra_gltfs: Res<Assets<Gltf>>,
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// A "glTF mesh" is actually a container for one or more "glTF primitives",
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// which is basically a bundle of vertices paired with the material used to
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// shade them. It's those "sub-meshes" that carry the actual mesh handles,
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@@ -266,26 +251,17 @@ fn tag_scene_elements(
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// because they often consist of stuff like a single eyeball, or just the
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// leafy parts of a plant. Here we only want to tag the elements that a user
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// might want to individually address when arranging or animating a scene.
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q_named_non_primitives: Query<&Name, Without<Handle<Mesh>>>,
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q_named_non_primitives: Query<Entity, (With<SceneAutoChild>, With<Name>, Without<Handle<Mesh>>, Without<SceneElement>)>,
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) {
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let gltf = ra_gltfs.get(&r_active_scene.source).unwrap();
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for ent in r_scene_spawner.iter_instance_entities(**r_active_scene) {
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cmd.entity(ent).insert(PrefabMarker);
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let Ok(name) = q_named_non_primitives.get(ent) else {
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continue;
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};
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if gltf.named_nodes.contains_key(&**name) {
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cmd.entity(ent).insert(SceneElement);
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}
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for loaded_part in q_named_non_primitives.iter() {
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cmd.entity(loaded_part).insert(SceneElement);
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}
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}
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fn spawn_main_scene_light(
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mut cmd: Commands,
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r_scene_spawner: Res<SceneSpawner>,
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r_active_scene: Res<ActiveScene>,
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// r_active_scene: Res<ActiveScene>,
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q_aabbs: Query<(&Aabb, &GlobalTransform)>,
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q_scene_root: Query<Entity, With<SceneRoot>>,
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) {
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@@ -293,155 +269,155 @@ fn spawn_main_scene_light(
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return;
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};
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let Some(aabb) = Aabb::combine(
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r_scene_spawner
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.iter_instance_entities(**r_active_scene)
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.filter_map(|ent| q_aabbs.get(ent).ok()),
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) else {
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return;
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};
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// let Some(aabb) = Aabb::combine(
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// r_scene_spawner
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// .iter_instance_entities(**r_active_scene)
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// .filter_map(|ent| q_aabbs.get(ent).ok()),
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// ) else {
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// return;
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// };
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let light_offset_base = vec3(0.5, 1., 1.).normalize();
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let size = f32::max(
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f32::max(aabb.half_extents.x, aabb.half_extents.y),
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aabb.half_extents.z,
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) * 2.;
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let light_pos = Vec3::from(aabb.center) + light_offset_base * size * 2.;
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// let light_offset_base = vec3(0.5, 1., 1.).normalize();
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// let size = f32::max(
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// f32::max(aabb.half_extents.x, aabb.half_extents.y),
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// aabb.half_extents.z,
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// ) * 2.;
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// let light_pos = Vec3::from(aabb.center) + light_offset_base * size * 2.;
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cmd.spawn(DebugPoint {
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point: light_pos,
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color: Color::WHITE,
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});
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cmd.entity(scene_root).with_children(|cmd| {
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cmd.spawn((
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Name::new("Light"),
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SceneElement,
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SpotLightBundle {
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spot_light: SpotLight {
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color: Color::WHITE,
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// TODO: This doesn't scale super well to very large objects
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intensity: 200. * size,
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radius: 0.1,
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shadows_enabled: true,
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shadow_normal_bias: 0.2 * size,
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outer_angle: f32::to_radians(150.),
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inner_angle: f32::to_radians(45.),
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..default()
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},
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transform: Transform::from_translation(light_pos)
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.looking_at(aabb.center.into(), Vec3::Y),
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..default()
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},
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));
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});
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// cmd.spawn(DebugPoint {
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// point: light_pos,
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// color: Color::WHITE,
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// });
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// cmd.entity(scene_root).with_children(|cmd| {
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// cmd.spawn((
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// Name::new("Light"),
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// SceneElement,
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// SpotLightBundle {
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// spot_light: SpotLight {
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// color: Color::WHITE,
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// // TODO: This doesn't scale super well to very large objects
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// intensity: 200. * size,
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// radius: 0.1,
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// shadows_enabled: true,
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// shadow_normal_bias: 0.2 * size,
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// outer_angle: f32::to_radians(150.),
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// inner_angle: f32::to_radians(45.),
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// ..default()
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// },
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// transform: Transform::from_translation(light_pos)
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// .looking_at(aabb.center.into(), Vec3::Y),
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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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fn frame_scene_in_view(
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mut cmd: Commands,
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r_scene_spawner: Res<SceneSpawner>,
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r_active_scene: Res<ActiveScene>,
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q_aabbs: Query<(&Aabb, &GlobalTransform)>,
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mut q_camera: Query<(&mut CameraController, &mut Transform, &Projection)>,
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// mut cmd: Commands,
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// r_scene_spawner: Res<SceneSpawner>,
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// r_active_scene: Res<ActiveScene>,
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// q_aabbs: Query<(&Aabb, &GlobalTransform)>,
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// mut q_camera: Query<(&mut CameraController, &mut Transform, &Projection)>,
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) {
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let Ok((mut cam, mut cam_xform, cam_proj)) = q_camera.get_single_mut() else {
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return;
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};
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// let Ok((mut cam, mut cam_xform, cam_proj)) = q_camera.get_single_mut() else {
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// return;
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// };
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let Some(aabb) = Aabb::combine(
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r_scene_spawner
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.iter_instance_entities(**r_active_scene)
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.filter_map(|ent| q_aabbs.get(ent).ok()),
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) else {
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return;
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};
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// let Some(aabb) = Aabb::combine(
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// r_scene_spawner
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// .iter_instance_entities(**r_active_scene)
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// .filter_map(|ent| q_aabbs.get(ent).ok()),
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// ) else {
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// return;
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// };
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let world2cam = cam_xform.compute_matrix().inverse();
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let plane_origin = Vec3::from(aabb.center);
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let plane_normal = cam_xform.forward();
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// let world2cam = cam_xform.compute_matrix().inverse();
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// let plane_origin = Vec3::from(aabb.center);
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// let plane_normal = cam_xform.forward();
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let Some((_depth, bounding_rect)) = aabb
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.extrema()
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.iter()
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.copied()
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.map(|mut p| {
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cmd.spawn(DebugPoint {
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point: p,
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color: Color::CYAN,
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});
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// let Some((_depth, bounding_rect)) = aabb
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// .extrema()
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// .iter()
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// .copied()
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// .map(|mut p| {
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// cmd.spawn(DebugPoint {
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// point: p,
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// color: Color::CYAN,
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// });
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// Inflate the combined AABB to give the model some breathing room
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p *= 1.5;
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// // Inflate the combined AABB to give the model some breathing room
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// p *= 1.5;
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// Project each corner onto the camera plane
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let v = p - plane_origin;
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let proj = p - v.project_onto_normalized(plane_normal);
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// // Project each corner onto the camera plane
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// let v = p - plane_origin;
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// let proj = p - v.project_onto_normalized(plane_normal);
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cmd.spawn(DebugPoint {
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point: proj,
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color: Color::FUCHSIA,
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});
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// cmd.spawn(DebugPoint {
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// point: proj,
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// color: Color::FUCHSIA,
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// });
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// Transform into the camera's local space
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world2cam.transform_point(proj)
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})
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// Fold the camera-space plane-projected points into a bounding rect and view depth
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.fold(None, |accum: Option<(f32, Rect)>, p: Vec3| match accum {
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Some((depth, rect)) => Some((depth, rect.union_point(vec2(p.x, p.y)))),
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None => {
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let depth = p.z.abs();
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let p = vec2(p.x, p.y);
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Some((depth, Rect::from_corners(p, p)))
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}
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})
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else {
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return;
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};
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// // Transform into the camera's local space
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// world2cam.transform_point(proj)
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// })
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// // Fold the camera-space plane-projected points into a bounding rect and view depth
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// .fold(None, |accum: Option<(f32, Rect)>, p: Vec3| match accum {
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// Some((depth, rect)) => Some((depth, rect.union_point(vec2(p.x, p.y)))),
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// None => {
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// let depth = p.z.abs();
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// let p = vec2(p.x, p.y);
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// Some((depth, Rect::from_corners(p, p)))
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// }
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// })
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// else {
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// return;
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// };
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let pproj = match cam_proj {
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Projection::Perspective(p) => p,
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_ => panic!("Expected a perspective projection"),
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};
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// let pproj = match cam_proj {
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// Projection::Perspective(p) => p,
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// _ => panic!("Expected a perspective projection"),
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// };
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// Formula for the target camera distance
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// (c/o https://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene):
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//
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// d = (s/2) / tan(a/2)
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// where:
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// d = distance
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// s = size of the largest camera-aligned axis in world coords
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// a = field-of-view angle for the same axis
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let Vec2 {
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x: width,
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y: height,
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} = bounding_rect.size();
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// // Formula for the target camera distance
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// // (c/o https://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene):
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// //
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// // d = (s/2) / tan(a/2)
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// // where:
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// // d = distance
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// // s = size of the largest camera-aligned axis in world coords
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// // a = field-of-view angle for the same axis
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// let Vec2 {
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// x: width,
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// y: height,
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// } = bounding_rect.size();
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let s = f32::max(width, height);
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let a = if s == height {
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pproj.fov
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} else {
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f32::atan(pproj.aspect_ratio * f32::tan(pproj.fov / 2.))
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};
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// let s = f32::max(width, height);
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// let a = if s == height {
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// pproj.fov
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// } else {
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// f32::atan(pproj.aspect_ratio * f32::tan(pproj.fov / 2.))
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// };
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// TODO:
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// According to "I eat babies" at the Ars Technica forums
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// (https://arstechnica.com/civis/threads/if-you-have-aspect-ratio-and-vertical-fov-can-you-calc-horizontal-fov.37447/):
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//
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// tan(fov_v / 2) = y / z
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// tan(fov_h / 2) = x / z
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//
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// Theoretically, this would let us skip some costly tan/atan
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// computations, but I must be missing something, because just
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// substituting (s / depth) for the divisor below would make the
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// whole equation independent of the FOV, which is obviously
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// wrong.
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//
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// Unfortunately I'm embarrassingly bad at algebra, but there
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// must be some room for simplification here.
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let radius = (s / 2.) / f32::tan(a / 2.);
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// // TODO:
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// // According to "I eat babies" at the Ars Technica forums
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// // (https://arstechnica.com/civis/threads/if-you-have-aspect-ratio-and-vertical-fov-can-you-calc-horizontal-fov.37447/):
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// //
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// // tan(fov_v / 2) = y / z
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// // tan(fov_h / 2) = x / z
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// //
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// // Theoretically, this would let us skip some costly tan/atan
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// // computations, but I must be missing something, because just
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// // substituting (s / depth) for the divisor below would make the
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// // whole equation independent of the FOV, which is obviously
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// // wrong.
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// //
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// // Unfortunately I'm embarrassingly bad at algebra, but there
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// // must be some room for simplification here.
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// let radius = (s / 2.) / f32::tan(a / 2.);
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cam.focus = aabb.center.into();
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cam.radius = radius;
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cam_xform.translation = cam.focus + cam_xform.back() * radius;
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// cam.focus = aabb.center.into();
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// cam.radius = radius;
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// cam_xform.translation = cam.focus + cam_xform.back() * radius;
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}
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#[cfg(feature = "wasm")]
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