Keep camera in positive Z
This commit is contained in:
parent
3e4fc8ba8d
commit
485e9a42d3
@ -335,7 +335,7 @@ fn add_camera(commands: &mut Commands, asset_server: &AssetServer, color_grading
|
|||||||
commands.spawn((
|
commands.spawn((
|
||||||
Camera3d::default(),
|
Camera3d::default(),
|
||||||
Hdr,
|
Hdr,
|
||||||
Transform::from_xyz(-0.7, 0.7, -1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
|
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
|
||||||
color_grading,
|
color_grading,
|
||||||
DistanceFog {
|
DistanceFog {
|
||||||
color: Color::srgb_u8(43, 44, 47),
|
color: Color::srgb_u8(43, 44, 47),
|
||||||
@ -356,9 +356,12 @@ fn add_camera(commands: &mut Commands, asset_server: &AssetServer, color_grading
|
|||||||
|
|
||||||
fn add_basic_scene(commands: &mut Commands, asset_server: &AssetServer) {
|
fn add_basic_scene(commands: &mut Commands, asset_server: &AssetServer) {
|
||||||
// Spawn the main scene.
|
// Spawn the main scene.
|
||||||
commands.spawn(SceneRoot(asset_server.load(
|
commands.spawn((
|
||||||
GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
|
SceneRoot(asset_server.load(
|
||||||
)));
|
GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
|
||||||
|
)),
|
||||||
|
Transform::default().looking_to(Vec3::Z, Vec3::Y),
|
||||||
|
));
|
||||||
|
|
||||||
// Spawn the flight helmet.
|
// Spawn the flight helmet.
|
||||||
commands.spawn((
|
commands.spawn((
|
||||||
@ -366,7 +369,7 @@ fn add_basic_scene(commands: &mut Commands, asset_server: &AssetServer) {
|
|||||||
asset_server
|
asset_server
|
||||||
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
|
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
|
||||||
),
|
),
|
||||||
Transform::from_xyz(-0.5, 0.0, 0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI)),
|
Transform::from_xyz(0.5, 0.0, -0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI + PI)),
|
||||||
));
|
));
|
||||||
|
|
||||||
// Spawn the light.
|
// Spawn the light.
|
||||||
|
Loading…
Reference in New Issue
Block a user