//! Update a scene from a glTF file, either by spawning the scene as a child of another entity, //! or by accessing the entities of the scene. use bevy::prelude::*; fn main() { App::new() .insert_resource(bevy_internal::pbr::DirectionalLightShadowMap { size: 4096 }) .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, move_scene_entities) .run(); } #[derive(Component)] struct MovedScene; fn setup(mut commands: Commands, asset_server: Res) { commands.spawn(DirectionalLightBundle { transform: Transform::from_xyz(4.0, 25.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y), directional_light: DirectionalLight { shadows_enabled: true, ..default() }, ..default() }); commands.spawn(( Camera3dBundle { transform: Transform::from_xyz(-0.5, 0.9, 1.5) .looking_at(Vec3::new(-0.5, 0.3, 0.0), Vec3::Y), ..default() }, EnvironmentMapLight { diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), }, )); // Spawn the scene as a child of this entity at the given transform commands.spawn(SceneBundle { transform: Transform::from_xyz(-1.0, 0.0, 0.0), scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"), ..default() }); // Spawn a second scene, and add a tag component to be able to target it later commands.spawn(( SceneBundle { scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"), ..default() }, MovedScene, )); } // This system will move all entities that are descendants of MovedScene (which will be all entities spawned in the scene) fn move_scene_entities( time: Res