mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
b6a647cc01
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`. ```rust use bevy::prelude::*; #[derive(Default)] struct Foo { bar: usize, baz: usize, } // Normally you would do this: let foo = Foo { bar: 10, ..Default::default() }; // But now you can do this: let foo = Foo { bar: 10, ..default() }; ``` The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
90 lines
2.9 KiB
Rust
90 lines
2.9 KiB
Rust
use bevy::{prelude::*, scene::InstanceId};
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fn main() {
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App::new()
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.insert_resource(Msaa { samples: 4 })
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.add_plugins(DefaultPlugins)
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.init_resource::<SceneInstance>()
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.add_startup_system(setup)
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.add_system(scene_update)
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.add_system(move_scene_entities)
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.run();
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}
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// Resource to hold the scene `instance_id` until it is loaded
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#[derive(Default)]
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struct SceneInstance(Option<InstanceId>);
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// Component that will be used to tag entities in the scene
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#[derive(Component)]
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struct EntityInMyScene;
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut scene_spawner: ResMut<SceneSpawner>,
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mut scene_instance: ResMut<SceneInstance>,
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) {
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(4.0, 5.0, 4.0),
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..default()
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});
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(1.05, 0.9, 1.5)
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.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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// Spawn the scene as a child of another entity. This first scene will be translated backward
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// with its parent
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commands
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.spawn_bundle(TransformBundle::from(Transform::from_xyz(0.0, 0.0, -1.0)))
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.with_children(|parent| {
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parent.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
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});
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// Spawn a second scene, and keep its `instance_id`
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let instance_id =
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scene_spawner.spawn(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
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scene_instance.0 = Some(instance_id);
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}
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// This system will wait for the scene to be ready, and then tag entities from
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// the scene with `EntityInMyScene`. All entities from the second scene will be
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// tagged
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fn scene_update(
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mut commands: Commands,
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scene_spawner: Res<SceneSpawner>,
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scene_instance: Res<SceneInstance>,
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mut done: Local<bool>,
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) {
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if !*done {
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if let Some(instance_id) = scene_instance.0 {
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if let Some(entity_iter) = scene_spawner.iter_instance_entities(instance_id) {
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entity_iter.for_each(|entity| {
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commands.entity(entity).insert(EntityInMyScene);
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});
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*done = true;
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}
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}
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}
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}
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// This system will move all entities with component `EntityInMyScene`, so all
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// entities from the second scene
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fn move_scene_entities(
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time: Res<Time>,
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mut scene_entities: Query<&mut Transform, With<EntityInMyScene>>,
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) {
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let mut direction = 1.;
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let mut scale = 1.;
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for mut transform in scene_entities.iter_mut() {
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transform.translation = Vec3::new(
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scale * direction * time.seconds_since_startup().sin() as f32 / 20.,
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0.,
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time.seconds_since_startup().cos() as f32 / 20.,
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);
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direction *= -1.;
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scale += 0.5;
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}
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}
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