 7482a0d26d
			
		
	
	
		7482a0d26d
		
			
		
	
	
	
	
		
			
			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)
		
			
				
	
	
		
			64 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Loads and renders a glTF file as a scene.
 | |
| 
 | |
| use bevy::{
 | |
|     pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
 | |
|     prelude::*,
 | |
| };
 | |
| use std::f32::consts::*;
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .insert_resource(DirectionalLightShadowMap { size: 4096 })
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, animate_light_direction)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 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: 250.0,
 | |
|             ..default()
 | |
|         },
 | |
|     ));
 | |
| 
 | |
|     commands.spawn((
 | |
|         DirectionalLight {
 | |
|             shadows_enabled: true,
 | |
|             ..default()
 | |
|         },
 | |
|         // This is a relatively small scene, so use tighter shadow
 | |
|         // cascade bounds than the default for better quality.
 | |
|         // We also adjusted the shadow map to be larger since we're
 | |
|         // only using a single cascade.
 | |
|         CascadeShadowConfigBuilder {
 | |
|             num_cascades: 1,
 | |
|             maximum_distance: 1.6,
 | |
|             ..default()
 | |
|         }
 | |
|         .build(),
 | |
|     ));
 | |
|     commands.spawn(SceneRoot(asset_server.load(
 | |
|         GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"),
 | |
|     )));
 | |
| }
 | |
| 
 | |
| fn animate_light_direction(
 | |
|     time: Res<Time>,
 | |
|     mut query: Query<&mut Transform, With<DirectionalLight>>,
 | |
| ) {
 | |
|     for mut transform in &mut query {
 | |
|         transform.rotation = Quat::from_euler(
 | |
|             EulerRot::ZYX,
 | |
|             0.0,
 | |
|             time.elapsed_secs() * PI / 5.0,
 | |
|             -FRAC_PI_4,
 | |
|         );
 | |
|     }
 | |
| }
 |