bevy/examples/3d/load_gltf.rs
François f1c69b925e don't require features on examples where it's not the main focus (#7615)
# Objective

- Required features were added to some examples in #7051 even though those features aren't the main focus of the examples
- Don't require features on examples that are useful without them

## Solution

- Remove required features on examples `load_gltf` and `scene_viewer`, but log a warning when they are not enabled
2023-02-13 18:20:25 +00:00

77 lines
2.3 KiB
Rust

//! Loads and renders a glTF file as a scene.
use std::f32::consts::*;
use bevy::{
pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
prelude::*,
};
fn main() {
App::new()
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 1.0 / 5.0f32,
})
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(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()
},
#[cfg(all(feature = "ktx2", feature = "zstd"))]
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"),
},
));
#[cfg(not(all(feature = "ktx2", feature = "zstd")))]
{
warn!("feature ktx2 or zstd wasn't enabled.");
warn!("rerun this example with `--features=\"ktx2 zstd\" to get environment maps for ambient light");
}
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("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
..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,
);
}
}