bevy/examples/3d/load_gltf.rs
François c6958b3056 add a SceneBundle to spawn a scene (#2424)
# Objective

- Spawning a scene is handled as a special case with a command `spawn_scene` that takes an handle but doesn't let you specify anything else. This is the only handle that works that way.
- Workaround for this have been to add the `spawn_scene` on `ChildBuilder` to be able to specify transform of parent, or to make the `SceneSpawner` available to be able to select entities from a scene by their instance id

## Solution

Add a bundle
```rust
pub struct SceneBundle {
    pub scene: Handle<Scene>,
    pub transform: Transform,
    pub global_transform: GlobalTransform,
    pub instance_id: Option<InstanceId>,
}
```

and instead of 
```rust
commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
```
you can do
```rust
commands.spawn_bundle(SceneBundle {
    scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
    ..Default::default()
});
```

The scene will be spawned as a child of the entity with the `SceneBundle`

~I would like to remove the command `spawn_scene` in favor of this bundle but didn't do it yet to get feedback first~

Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-06-09 20:34:09 +00:00

57 lines
1.6 KiB
Rust

//! 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_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<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,
);
}
}