 eb51b4c28e
			
		
	
	
		eb51b4c28e
		
			
		
	
	
	
	
		
			
			# Objective A step in the migration to required components: scenes! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA): - Deprecate `SceneBundle` and `DynamicSceneBundle`. - Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a `Handle<Scene>` and `Handle<DynamicScene>` respectively. ## Migration Guide Asset handles for scenes and dynamic scenes must now be wrapped in the `SceneRoot` and `DynamicSceneRoot` components. Raw handles as components no longer spawn scenes. Additionally, `SceneBundle` and `DynamicSceneBundle` have been deprecated. Instead, use the scene components directly. Previously: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(SceneBundle { scene: model_scene, transform: Transform::from_xyz(-4.0, 0.0, -3.0), ..default() }); ``` Now: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(( SceneRoot(model_scene), Transform::from_xyz(-4.0, 0.0, -3.0), )); ```
		
			
				
	
	
		
			96 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example demonstrates how to query a [`StandardMaterial`] within a glTF scene.
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| //! It is particularly useful for glTF scenes with a mesh that consists of multiple primitives.
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{
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|     gltf::GltfMaterialName,
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|     pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
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|     prelude::*,
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|     render::mesh::VertexAttributeValues,
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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(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, find_top_material_and_mesh)
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|         .run();
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| }
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| 
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| fn find_top_material_and_mesh(
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     time: Res<Time>,
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|     mat_query: Query<(&Handle<StandardMaterial>, &Handle<Mesh>, &GltfMaterialName)>,
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| ) {
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|     for (mat_handle, mesh_handle, name) in mat_query.iter() {
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|         // locate a material by material name
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|         if name.0 == "Top" {
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|             if let Some(material) = materials.get_mut(mat_handle) {
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|                 if let Color::Hsla(ref mut hsla) = material.base_color {
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|                     *hsla = hsla.rotate_hue(time.delta_seconds() * 100.0);
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|                 } else {
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|                     material.base_color = Color::from(Hsla::hsl(0.0, 0.8, 0.5));
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|                 }
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|             }
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| 
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|             if let Some(mesh) = meshes.get_mut(mesh_handle) {
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|                 if let Some(VertexAttributeValues::Float32x3(positions)) =
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|                     mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION)
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|                 {
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|                     positions[0] = (
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|                         ops::sin(2.0 * PI * time.elapsed_seconds()),
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|                         positions[0][1],
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|                         positions[0][2],
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|                     )
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|                         .into();
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|                 }
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|             }
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|         }
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|     }
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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(0.6, 1.6, 11.3)
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|                 .looking_at(Vec3::new(0.0, 0.0, 3.0), 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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|             intensity: 500.0,
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|             rotation: Quat::IDENTITY,
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|         },
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|     ));
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| 
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|     commands.spawn((
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|         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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|         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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|         .build(),
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|     ));
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|     commands.spawn((
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|         SceneRoot(asset_server.load(
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|             GltfAssetLabel::Scene(0).from_asset("models/GltfPrimitives/gltf_primitives.glb"),
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|         )),
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|         Transform {
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|             rotation: Quat::from_rotation_y(-90.0 / 180.0 * PI),
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|             ..default()
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|         },
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|     ));
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| }
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