//! Loads and renders a glTF file as a scene. use bevy::prelude::*; fn main() { App::new() .insert_resource(AmbientLight { color: Color::WHITE, brightness: 1.0 / 5.0f32, }) .add_plugins(DefaultPlugins) .add_startup_system(setup) .add_system(animate_light_direction) .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() }); 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() }, shadows_enabled: true, ..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, ); } }