Support Warning
WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples
here.
update_gltf_scene.rs:
use bevy::{pbr::DirectionalLightShadowMap, prelude::*};
fn main() {
App::new()
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, move_scene_entities)
.run();
}
#[derive(Component)]
struct MovedScene;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(4.0, 25.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
..default()
});
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(-0.5, 0.9, 1.5)
.looking_at(Vec3::new(-0.5, 0.3, 0.0), Vec3::Y),
..default()
},
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: 150.0,
},
));
commands.spawn(SceneBundle {
transform: Transform::from_xyz(-1.0, 0.0, 0.0),
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
..default()
});
commands.spawn((
SceneBundle {
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
..default()
},
MovedScene,
));
}
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.,
0.,
time.elapsed_seconds().cos() / 20.,
);
offset += 0.5;
}
}
}
}