bevy/examples/3d/load_gltf.rs
andristarr 7482a0d26d
aligning public apis of Time,Timer and Stopwatch (#15962)
Fixes #15834

## Migration Guide

The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for
consistency with each other and the standard library's `Duration` type.
The following methods have been renamed:

- `Stowatch::paused` -> `Stopwatch::is_paused`
- `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and
`_wrapped` variants)
2024-10-16 21:09:32 +00:00

63 lines
1.9 KiB
Rust

//! Loads and renders a glTF file as a scene.
use bevy::{
pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
prelude::*,
};
use std::f32::consts::*;
fn main() {
App::new()
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, animate_light_direction)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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: 250.0,
..default()
},
));
commands.spawn((
DirectionalLight {
shadows_enabled: true,
..default()
},
// This is a relatively small scene, so use tighter shadow
// cascade bounds than the default for better quality.
// We also adjusted the shadow map to be larger since we're
// only using a single cascade.
CascadeShadowConfigBuilder {
num_cascades: 1,
maximum_distance: 1.6,
..default()
}
.build(),
));
commands.spawn(SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"),
)));
}
fn animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
) {
for mut transform in &mut query {
transform.rotation = Quat::from_euler(
EulerRot::ZYX,
0.0,
time.elapsed_secs() * PI / 5.0,
-FRAC_PI_4,
);
}
}