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https://github.com/bevyengine/bevy
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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.
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use bevy::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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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(animate_light_direction)
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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()
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});
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const HALF_SIZE: f32 = 1.0;
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commands.spawn_bundle(DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadow_projection: OrthographicProjection {
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left: -HALF_SIZE,
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right: HALF_SIZE,
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bottom: -HALF_SIZE,
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top: HALF_SIZE,
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near: -10.0 * HALF_SIZE,
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far: 10.0 * HALF_SIZE,
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..default()
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},
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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}
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fn animate_light_direction(
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time: Res<Time>,
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mut query: Query<&mut Transform, With<DirectionalLight>>,
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) {
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for mut transform in query.iter_mut() {
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transform.rotation = Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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time.seconds_since_startup() as f32 * std::f32::consts::TAU / 10.0,
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-std::f32::consts::FRAC_PI_4,
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);
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}
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}
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