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use bevy::{light::DirectionalLightShadowMap, prelude::*}; |
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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, move_scene_entities) |
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.run(); |
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} |
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#[derive(Component)] |
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struct MovedScene; |
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { |
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commands.spawn(( |
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Transform::from_xyz(4.0, 25.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y), |
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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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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(-0.5, 0.9, 1.5).looking_at(Vec3::new(-0.5, 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: 150.0, |
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..default() |
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}, |
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)); |
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commands.spawn(( |
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Transform::from_xyz(-1.0, 0.0, 0.0), |
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WorldAssetRoot( |
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asset_server |
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.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")), |
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), |
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)); |
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commands.spawn(( |
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WorldAssetRoot( |
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asset_server |
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.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")), |
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), |
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MovedScene, |
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)); |
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} |
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fn move_scene_entities( |
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time: Res<Time>, |
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moved_scene: Query<Entity, With<MovedScene>>, |
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children: Query<&Children>, |
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mut transforms: Query<&mut Transform>, |
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) { |
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for moved_scene_entity in &moved_scene { |
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let mut offset = 0.; |
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for entity in children.iter_descendants(moved_scene_entity) { |
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if let Ok(mut transform) = transforms.get_mut(entity) { |
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transform.translation = Vec3::new( |
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offset * ops::sin(time.elapsed_secs()) / 20., |
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0., |
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ops::cos(time.elapsed_secs()) / 20., |
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); |
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offset += 0.5; |
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} |
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} |
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} |
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} |