72 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			72 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Loads and renders a glTF file as a scene.
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| 
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| use std::f32::consts::*;
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| 
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| use bevy::{
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|     pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
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|     prelude::*,
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| };
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(AmbientLight {
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|             color: Color::WHITE,
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|             brightness: 1.0 / 5.0f32,
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|         })
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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, animate_light_direction)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn((
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|         Camera3dBundle {
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|             transform: Transform::from_xyz(0.7, 0.7, 1.0)
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|                 .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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|             ..default()
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|         },
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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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|         },
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|     ));
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| 
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|     commands.spawn(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         // This is a relatively small scene, so use tighter shadow
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|         // cascade bounds than the default for better quality.
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|         // We also adjusted the shadow map to be larger since we're
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|         // only using a single cascade.
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|         cascade_shadow_config: CascadeShadowConfigBuilder {
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|             num_cascades: 1,
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|             maximum_distance: 1.6,
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|             ..default()
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|         }
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|         .into(),
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|         ..default()
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|     });
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|     commands.spawn(SceneBundle {
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|         scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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|         ..default()
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|     });
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| }
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| 
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| fn animate_light_direction(
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|     time: Res<Time>,
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|     mut query: Query<&mut Transform, With<DirectionalLight>>,
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| ) {
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|     for mut transform in &mut query {
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|         transform.rotation = Quat::from_euler(
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|             EulerRot::ZYX,
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|             0.0,
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|             time.elapsed_seconds() * PI / 5.0,
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|             -FRAC_PI_4,
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|         );
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|     }
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| }
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