bevy/examples/3d/load_gltf.rs
François Mockers 5559632977
glTF labels: add enum to avoid misspelling and keep up-to-date list documented (#13586)
# Objective

- Followup to #13548
- It added a list of all possible labels to documentation. This seems
hard to keep up and doesn't stop people from making spelling mistake

## Solution

- Add an enum that can create all the labels possible, and encourage its
use rather than manually typed labels

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-05-31 23:25:57 +00:00

68 lines
2 KiB
Rust

//! Loads and renders a glTF file as a scene.
use bevy::{
pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
prelude::*,
};
use std::f32::consts::*;
fn main() {
App::new()
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, animate_light_direction)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.7, 0.7, 1.0)
.looking_at(Vec3::new(0.0, 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"),
intensity: 250.0,
},
));
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
// This is a relatively small scene, so use tighter shadow
// cascade bounds than the default for better quality.
// We also adjusted the shadow map to be larger since we're
// only using a single cascade.
cascade_shadow_config: CascadeShadowConfigBuilder {
num_cascades: 1,
maximum_distance: 1.6,
..default()
}
.into(),
..default()
});
commands.spawn(SceneBundle {
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
..default()
});
}
fn animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
) {
for mut transform in &mut query {
transform.rotation = Quat::from_euler(
EulerRot::ZYX,
0.0,
time.elapsed_seconds() * PI / 5.0,
-FRAC_PI_4,
);
}
}