bevy/examples/3d/update_gltf_scene.rs
Carter Anderson 11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:

1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. 

I split this up into 3 commits:

1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
2021-09-14 06:14:19 +00:00

92 lines
2.9 KiB
Rust

use bevy::{prelude::*, scene::InstanceId};
fn main() {
App::new()
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.init_resource::<SceneInstance>()
.add_startup_system(setup)
.add_system(scene_update)
.add_system(move_scene_entities)
.run();
}
// Resource to hold the scene `instance_id` until it is loaded
#[derive(Default)]
struct SceneInstance(Option<InstanceId>);
// Component that will be used to tag entities in the scene
struct EntityInMyScene;
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut scene_spawner: ResMut<SceneSpawner>,
mut scene_instance: ResMut<SceneInstance>,
) {
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..Default::default()
});
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(1.05, 0.9, 1.5)
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
..Default::default()
});
// Spawn the scene as a child of another entity. This first scene will be translated backward
// with its parent
commands
.spawn_bundle((
Transform::from_xyz(0.0, 0.0, -1.0),
GlobalTransform::identity(),
))
.with_children(|parent| {
parent.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
});
// Spawn a second scene, and keep its `instance_id`
let instance_id =
scene_spawner.spawn(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
scene_instance.0 = Some(instance_id);
}
// This system will wait for the scene to be ready, and then tag entities from
// the scene with `EntityInMyScene`. All entities from the second scene will be
// tagged
fn scene_update(
mut commands: Commands,
scene_spawner: Res<SceneSpawner>,
scene_instance: Res<SceneInstance>,
mut done: Local<bool>,
) {
if !*done {
if let Some(instance_id) = scene_instance.0 {
if let Some(entity_iter) = scene_spawner.iter_instance_entities(instance_id) {
entity_iter.for_each(|entity| {
commands.entity(entity).insert(EntityInMyScene);
});
*done = true;
}
}
}
}
// This system will move all entities with component `EntityInMyScene`, so all
// entities from the second scene
fn move_scene_entities(
time: Res<Time>,
mut scene_entities: Query<&mut Transform, With<EntityInMyScene>>,
) {
let mut direction = 1.;
let mut scale = 1.;
for mut transform in scene_entities.iter_mut() {
transform.translation = Vec3::new(
scale * direction * time.seconds_since_startup().sin() as f32 / 20.,
0.,
time.seconds_since_startup().cos() as f32 / 20.,
);
direction *= -1.;
scale += 0.5;
}
}