mirror of
https://github.com/bevyengine/bevy
synced 2024-11-28 23:50:20 +00:00
11b41206eb
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).
39 lines
1.3 KiB
Rust
39 lines
1.3 KiB
Rust
use bevy::{pbr::AmbientLight, 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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.insert_resource(Msaa { samples: 4 })
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(rotator_system)
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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_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
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commands.spawn_bundle(PerspectiveCameraBundle {
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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::default()
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});
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commands
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.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(3.0, 5.0, 3.0),
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..Default::default()
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})
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.insert(Rotates);
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}
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/// this component indicates what entities should rotate
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struct Rotates;
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotates>>) {
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for mut transform in query.iter_mut() {
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*transform = Transform::from_rotation(Quat::from_rotation_y(
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(4.0 * std::f32::consts::PI / 20.0) * time.delta_seconds(),
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)) * *transform;
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}
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}
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