66 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Update a scene from a glTF file, either by spawning the scene as a child of another entity,
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//! or by accessing the entities of the scene.
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, move_scene_entities)
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        .run();
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}
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#[derive(Component)]
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struct MovedScene;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(PointLightBundle {
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        transform: Transform::from_xyz(4.0, 5.0, 4.0),
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        ..default()
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    });
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    commands.spawn(Camera3dBundle {
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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()
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    });
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    // Spawn the scene as a child of this entity at the given transform
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    commands.spawn(SceneBundle {
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        transform: Transform::from_xyz(0.0, 0.0, -1.0),
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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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    // Spawn a second scene, and add a tag component to be able to target it later
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    commands.spawn((
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        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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        MovedScene,
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    ));
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}
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// This system will move all entities that are descendants of MovedScene (which will be all entities spawned in the scene)
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fn move_scene_entities(
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    time: Res<Time>,
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    moved_scene: Query<Entity, With<MovedScene>>,
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    children: Query<&Children>,
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    mut transforms: Query<&mut Transform>,
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) {
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    for moved_scene_entity in &moved_scene {
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        let mut offset = 0.;
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        for entity in children.iter_descendants(moved_scene_entity) {
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            if let Ok(mut transform) = transforms.get_mut(entity) {
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                transform.translation = Vec3::new(
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                    offset * time.elapsed_seconds().sin() / 20.,
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                    0.,
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                    time.elapsed_seconds().cos() / 20.,
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                );
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                offset += 1.0;
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            }
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        }
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    }
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}
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