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load_gltf.rs
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use bevy::{pbr::AmbientLight, prelude::*};
fn main() {
App::build()
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 1.0 / 5.0f32,
})
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.add_system(rotator_system.system())
.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::default()
});
commands
.spawn_bundle(LightBundle {
transform: Transform::from_xyz(3.0, 5.0, 3.0),
..Default::default()
})
.insert(Rotates);
}
/// this component indicates what entities should rotate
struct Rotates;
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotates>>) {
for mut transform in query.iter_mut() {
*transform = Transform::from_rotation(Quat::from_rotation_y(
(4.0 * std::f32::consts::PI / 20.0) * time.delta_seconds(),
)) * *transform;
}
}