 5c4f3554f9
			
		
	
	
		5c4f3554f9
		
	
	
	
	
		
			
			After an inquiry on Reddit about support for Directional Lights and the unused properties on Light, I wanted to clean it up, to hopefully make it ever so slightly more clear for anyone wanting to add additional light types. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			93 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{prelude::*, scene::InstanceId};
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| 
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| fn main() {
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|     App::build()
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|         .insert_resource(Msaa { samples: 4 })
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|         .add_plugins(DefaultPlugins)
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|         .insert_resource(SceneInstance::default())
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|         .add_startup_system(setup.system())
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|         .add_system(scene_update.system())
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|         .add_system(move_scene_entities.system())
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|         .run();
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| }
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| 
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| // Resource to hold the scene `instance_id` until it is loaded
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| #[derive(Default)]
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| struct SceneInstance(Option<InstanceId>);
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| 
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| // Component that will be used to tag entities in the scene
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| struct EntityInMyScene;
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| 
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut scene_spawner: ResMut<SceneSpawner>,
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|     mut scene_instance: ResMut<SceneInstance>,
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| ) {
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|     commands.spawn_bundle(PointLightBundle {
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|         transform: Transform::from_xyz(4.0, 5.0, 4.0),
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|         ..Default::default()
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|     });
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_xyz(1.05, 0.9, 1.5)
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|             .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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|         ..Default::default()
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|     });
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| 
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|     // Spawn the scene as a child of another entity. This first scene will be translated backward
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|     // with its parent
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|     commands
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|         .spawn_bundle((
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|             Transform::from_xyz(0.0, 0.0, -1.0),
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|             GlobalTransform::identity(),
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|         ))
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|         .with_children(|parent| {
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|             parent.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
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|         });
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| 
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|     // Spawn a second scene, and keep its `instance_id`
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|     let instance_id =
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|         scene_spawner.spawn(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
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|     scene_instance.0 = Some(instance_id);
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| }
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| 
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| // This system will wait for the scene to be ready, and then tag entities from
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| // the scene with `EntityInMyScene`. All entities from the second scene will be
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| // tagged
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| fn scene_update(
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|     mut commands: Commands,
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|     scene_spawner: Res<SceneSpawner>,
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|     scene_instance: Res<SceneInstance>,
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|     mut done: Local<bool>,
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| ) {
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|     if !*done {
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|         if let Some(instance_id) = scene_instance.0 {
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|             if let Some(entity_iter) = scene_spawner.iter_instance_entities(instance_id) {
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|                 entity_iter.for_each(|entity| {
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|                     commands.entity(entity).insert(EntityInMyScene);
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|                 });
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|                 *done = true;
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|             }
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|         }
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|     }
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| }
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| 
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| // This system will move all entities with component `EntityInMyScene`, so all
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| // entities from the second scene
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| fn move_scene_entities(
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|     time: Res<Time>,
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|     mut scene_entities: Query<&mut Transform, With<EntityInMyScene>>,
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| ) {
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|     let mut direction = 1.;
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|     let mut scale = 1.;
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|     for mut transform in scene_entities.iter_mut() {
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|         transform.translation = Vec3::new(
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|             scale * direction * time.seconds_since_startup().sin() as f32 / 20.,
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|             0.,
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|             time.seconds_since_startup().cos() as f32 / 20.,
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|         );
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|         direction *= -1.;
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|         scale += 0.5;
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|     }
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| }
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