//! Loads and renders a glTF file as a scene. use std::f32::consts::PI; 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) { commands.spawn_bundle(Camera3dBundle { 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() }); commands.spawn_bundle(SceneBundle { scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"), ..default() }); } fn animate_light_direction( time: Res