bevy/examples/3d/load_gltf_pipelined.rs

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use bevy::{
core::Time,
ecs::prelude::*,
math::{EulerRot, Quat, Vec3},
pbr2::{AmbientLight, DirectionalLight, DirectionalLightBundle},
prelude::{App, AssetServer, SpawnSceneCommands, Transform},
render2::{
camera::{OrthographicProjection, PerspectiveCameraBundle},
color::Color,
},
PipelinedDefaultPlugins,
};
fn main() {
App::new()
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 1.0 / 5.0f32,
})
.add_plugins(PipelinedDefaultPlugins)
.add_startup_system(setup.system())
.add_system(animate_light_direction.system())
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
..Default::default()
});
const HALF_SIZE: f32 = 1.0;
commands.spawn_bundle(DirectionalLightBundle {
directional_light: DirectionalLight {
shadow_projection: OrthographicProjection {
left: -HALF_SIZE,
right: HALF_SIZE,
bottom: -HALF_SIZE,
top: HALF_SIZE,
near: -10.0 * HALF_SIZE,
far: 10.0 * HALF_SIZE,
..Default::default()
},
..Default::default()
},
..Default::default()
});
}
fn animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
) {
for mut transform in query.iter_mut() {
transform.rotation = Quat::from_euler(
EulerRot::ZYX,
0.0,
time.seconds_since_startup() as f32 * std::f32::consts::TAU / 10.0,
-std::f32::consts::FRAC_PI_4,
);
}
}