bevy/examples/3d/load_gltf.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

39 lines
1.3 KiB
Rust

use bevy::{pbr::AmbientLight, prelude::*};
fn main() {
App::new()
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 1.0 / 5.0f32,
})
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(rotator_system)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
..Default::default()
});
commands
.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(3.0, 5.0, 3.0),
..Default::default()
})
.insert(Rotates);
}
/// this component indicates what entities should rotate
struct Rotates;
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotates>>) {
for mut transform in query.iter_mut() {
*transform = Transform::from_rotation(Quat::from_rotation_y(
(4.0 * std::f32::consts::PI / 20.0) * time.delta_seconds(),
)) * *transform;
}
}