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https://github.com/bevyengine/bevy
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5c4f3554f9
After an inquiry on Reddit about support for Directional Lights and the unused properties on Light, I wanted to clean it up, to hopefully make it ever so slightly more clear for anyone wanting to add additional light types. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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::build()
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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.system())
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.add_system(rotator_system.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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