Fixes #15834 ## Migration Guide The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for consistency with each other and the standard library's `Duration` type. The following methods have been renamed: - `Stowatch::paused` -> `Stopwatch::is_paused` - `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and `_wrapped` variants)
		
			
				
	
	
		
			77 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			77 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Update a scene from a glTF file, either by spawning the scene as a child of another entity,
 | 
						|
//! or by accessing the entities of the scene.
 | 
						|
 | 
						|
use bevy::{pbr::DirectionalLightShadowMap, prelude::*};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .insert_resource(DirectionalLightShadowMap { size: 4096 })
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(Update, move_scene_entities)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Component)]
 | 
						|
struct MovedScene;
 | 
						|
 | 
						|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | 
						|
    commands.spawn((
 | 
						|
        Transform::from_xyz(4.0, 25.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
        DirectionalLight {
 | 
						|
            shadows_enabled: true,
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
    ));
 | 
						|
    commands.spawn((
 | 
						|
        Camera3d::default(),
 | 
						|
        Transform::from_xyz(-0.5, 0.9, 1.5).looking_at(Vec3::new(-0.5, 0.3, 0.0), Vec3::Y),
 | 
						|
        EnvironmentMapLight {
 | 
						|
            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
 | 
						|
            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
 | 
						|
            intensity: 150.0,
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
    ));
 | 
						|
 | 
						|
    // Spawn the scene as a child of this entity at the given transform
 | 
						|
    commands.spawn((
 | 
						|
        Transform::from_xyz(-1.0, 0.0, 0.0),
 | 
						|
        SceneRoot(
 | 
						|
            asset_server
 | 
						|
                .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
 | 
						|
        ),
 | 
						|
    ));
 | 
						|
 | 
						|
    // Spawn a second scene, and add a tag component to be able to target it later
 | 
						|
    commands.spawn((
 | 
						|
        SceneRoot(
 | 
						|
            asset_server
 | 
						|
                .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
 | 
						|
        ),
 | 
						|
        MovedScene,
 | 
						|
    ));
 | 
						|
}
 | 
						|
 | 
						|
// This system will move all entities that are descendants of MovedScene (which will be all entities spawned in the scene)
 | 
						|
fn move_scene_entities(
 | 
						|
    time: Res<Time>,
 | 
						|
    moved_scene: Query<Entity, With<MovedScene>>,
 | 
						|
    children: Query<&Children>,
 | 
						|
    mut transforms: Query<&mut Transform>,
 | 
						|
) {
 | 
						|
    for moved_scene_entity in &moved_scene {
 | 
						|
        let mut offset = 0.;
 | 
						|
        for entity in children.iter_descendants(moved_scene_entity) {
 | 
						|
            if let Ok(mut transform) = transforms.get_mut(entity) {
 | 
						|
                transform.translation = Vec3::new(
 | 
						|
                    offset * ops::sin(time.elapsed_secs()) / 20.,
 | 
						|
                    0.,
 | 
						|
                    ops::cos(time.elapsed_secs()) / 20.,
 | 
						|
                );
 | 
						|
                offset += 0.5;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |