mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
1ba7429371
# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
54 lines
1.6 KiB
Rust
54 lines
1.6 KiB
Rust
//! Loads and renders a glTF file as a scene.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(AmbientLight {
|
|
color: Color::WHITE,
|
|
brightness: 1.0 / 5.0f32,
|
|
})
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(animate_light_direction)
|
|
.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()
|
|
});
|
|
const HALF_SIZE: f32 = 1.0;
|
|
commands.spawn_bundle(DirectionalLightBundle {
|
|
directional_light: DirectionalLight {
|
|
shadow_projection: OrthographicProjection {
|
|
left: -HALF_SIZE,
|
|
right: HALF_SIZE,
|
|
bottom: -HALF_SIZE,
|
|
top: HALF_SIZE,
|
|
near: -10.0 * HALF_SIZE,
|
|
far: 10.0 * HALF_SIZE,
|
|
..default()
|
|
},
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
..default()
|
|
});
|
|
}
|
|
|
|
fn animate_light_direction(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<DirectionalLight>>,
|
|
) {
|
|
for mut transform in query.iter_mut() {
|
|
transform.rotation = Quat::from_euler(
|
|
EulerRot::ZYX,
|
|
0.0,
|
|
time.seconds_since_startup() as f32 * std::f32::consts::TAU / 10.0,
|
|
-std::f32::consts::FRAC_PI_4,
|
|
);
|
|
}
|
|
}
|