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https://github.com/bevyengine/bevy
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c6958b3056
# 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>
57 lines
1.6 KiB
Rust
57 lines
1.6 KiB
Rust
//! Loads and renders a glTF file as a scene.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 1.0 / 5.0f32,
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})
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(animate_light_direction)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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..default()
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});
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const HALF_SIZE: f32 = 1.0;
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commands.spawn_bundle(DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadow_projection: OrthographicProjection {
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left: -HALF_SIZE,
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right: HALF_SIZE,
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bottom: -HALF_SIZE,
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top: HALF_SIZE,
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near: -10.0 * HALF_SIZE,
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far: 10.0 * HALF_SIZE,
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..default()
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},
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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commands.spawn_bundle(SceneBundle {
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scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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..default()
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});
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}
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fn animate_light_direction(
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time: Res<Time>,
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mut query: Query<&mut Transform, With<DirectionalLight>>,
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) {
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for mut transform in query.iter_mut() {
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transform.rotation = Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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time.seconds_since_startup() as f32 * std::f32::consts::TAU / 10.0,
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-std::f32::consts::FRAC_PI_4,
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);
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}
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}
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