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update_gltf_scene.rs
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update_gltf_scene.rs
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//! 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((
Transform::from_xyz(4.0, 25.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
DirectionalLight {
shadows_enabled: true,
..default()
},
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-0.5, 0.9, 1.5).looking_at(Vec3::new(-0.5, 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: 150.0,
..default()
},
));
// Spawn the scene as a child of this entity at the given transform
commands.spawn((
Transform::from_xyz(-1.0, 0.0, 0.0),
SceneRoot(
asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
),
));
// Spawn a second scene, and add a tag component to be able to target it later
commands.spawn((
SceneRoot(
asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
),
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 * ops::sin(time.elapsed_secs()) / 20.,
0.,
ops::cos(time.elapsed_secs()) / 20.,
);
offset += 0.5;
}
}
}
}