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) { 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