3D Rendering / Update glTF Scene

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//! 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::prelude::*;

fn main() {
        .add_systems(Startup, setup)
        .add_systems(Update, move_scene_entities)

struct MovedScene;

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(PointLightBundle {
        transform: Transform::from_xyz(4.0, 5.0, 4.0),
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(1.05, 0.9, 1.5)
            .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),

    // Spawn the scene as a child of this entity at the given transform
    commands.spawn(SceneBundle {
        transform: Transform::from_xyz(0.0, 0.0, -1.0),
        scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),

    // Spawn a second scene, and add a tag component to be able to target it later
        SceneBundle {
            scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),

// 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 * time.elapsed_seconds().sin() / 20.,
                    time.elapsed_seconds().cos() / 20.,
                offset += 1.0;