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|
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|
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use bevy::{ |
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light::{CascadeShadowConfigBuilder, DirectionalLightShadowMap}, |
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prelude::*, |
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}; |
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use std::f32::consts::*; |
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|
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fn main() { |
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App::new() |
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.insert_resource(DirectionalLightShadowMap { size: 4096 }) |
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.add_plugins(DefaultPlugins) |
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.add_systems(Startup, setup) |
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.add_systems(Update, animate_light_direction) |
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.run(); |
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} |
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|
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { |
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commands.spawn(( |
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Camera3d::default(), |
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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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EnvironmentMapLight { |
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), |
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), |
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intensity: 250.0, |
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..default() |
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}, |
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)); |
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|
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commands.spawn(( |
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DirectionalLight { |
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shadow_maps_enabled: true, |
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..default() |
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}, |
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|
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|
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|
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|
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CascadeShadowConfigBuilder { |
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num_cascades: 1, |
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maximum_distance: 1.6, |
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..default() |
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} |
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.build(), |
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)); |
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commands.spawn(WorldAssetRoot(asset_server.load( |
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GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"), |
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))); |
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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 &mut query { |
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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.elapsed_secs() * PI / 5.0, |
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-FRAC_PI_4, |
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); |
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} |
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} |