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https://github.com/bevyengine/bevy
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7989cb2650
# Objective - Make `Time` API more consistent. - Support time accel/decel/pause. ## Solution This is just the `Time` half of #3002. I was told that part isn't controversial. - Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming. - Implement accelerating / decelerating the passage of time. - Implement stopping time. --- ## Changelog - Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly. - Added `relative_speed` and `set_relative_speed` methods. - Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.) - Added `raw_*` variants of the "delta time" and "total elapsed time" methods. - Added `first_update` method because there's a non-zero duration between startup and the first update. ## Migration Guide - `time.time_since_startup()` -> `time.elapsed()` - `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()` - `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()` If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
59 lines
1.6 KiB
Rust
59 lines
1.6 KiB
Rust
//! Loads and renders a glTF file as a scene.
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use std::f32::consts::*;
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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(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(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(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 &mut query {
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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.elapsed_seconds() * PI / 5.0,
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-FRAC_PI_4,
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);
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}
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}
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