mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 14:40:19 +00:00
9da18cce2a
# Objective - Fixes: https://github.com/bevyengine/bevy/issues/14036 ## Solution - Add a world space transformation for the environment sample direction. ## Testing - I have tested the newly added `transform` field using the newly added `rotate_environment_map` example. https://github.com/user-attachments/assets/2de77c65-14bc-48ee-b76a-fb4e9782dbdb ## Migration Guide - Since we have added a new filed to the `EnvironmentMapLight` struct, users will need to include `..default()` or some rotation value in their initialization code.
80 lines
2.7 KiB
Rust
80 lines
2.7 KiB
Rust
//! Update a scene from a glTF file, either by spawning the scene as a child of another entity,
|
|
//! or by accessing the entities of the scene.
|
|
|
|
use bevy::{pbr::DirectionalLightShadowMap, prelude::*};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(DirectionalLightShadowMap { size: 4096 })
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, move_scene_entities)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct MovedScene;
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
commands.spawn(DirectionalLightBundle {
|
|
transform: Transform::from_xyz(4.0, 25.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
directional_light: DirectionalLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
..default()
|
|
});
|
|
commands.spawn((
|
|
Camera3dBundle {
|
|
transform: Transform::from_xyz(-0.5, 0.9, 1.5)
|
|
.looking_at(Vec3::new(-0.5, 0.3, 0.0), Vec3::Y),
|
|
..default()
|
|
},
|
|
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"),
|
|
intensity: 150.0,
|
|
..default()
|
|
},
|
|
));
|
|
|
|
// Spawn the scene as a child of this entity at the given transform
|
|
commands.spawn(SceneBundle {
|
|
transform: Transform::from_xyz(-1.0, 0.0, 0.0),
|
|
scene: asset_server
|
|
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
|
|
..default()
|
|
});
|
|
|
|
// Spawn a second scene, and add a tag component to be able to target it later
|
|
commands.spawn((
|
|
SceneBundle {
|
|
scene: asset_server
|
|
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
|
|
..default()
|
|
},
|
|
MovedScene,
|
|
));
|
|
}
|
|
|
|
// This system will move all entities that are descendants of MovedScene (which will be all entities spawned in the scene)
|
|
fn move_scene_entities(
|
|
time: Res<Time>,
|
|
moved_scene: Query<Entity, With<MovedScene>>,
|
|
children: Query<&Children>,
|
|
mut transforms: Query<&mut Transform>,
|
|
) {
|
|
for moved_scene_entity in &moved_scene {
|
|
let mut offset = 0.;
|
|
for entity in children.iter_descendants(moved_scene_entity) {
|
|
if let Ok(mut transform) = transforms.get_mut(entity) {
|
|
transform.translation = Vec3::new(
|
|
offset * time.elapsed_seconds().sin() / 20.,
|
|
0.,
|
|
time.elapsed_seconds().cos() / 20.,
|
|
);
|
|
offset += 0.5;
|
|
}
|
|
}
|
|
}
|
|
}
|