use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(move_scene_entities)
.run();
}
#[derive(Component)]
struct MovedScene;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..default()
});
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),
..default()
});
commands.spawn(SceneBundle {
transform: Transform::from_xyz(0.0, 0.0, -1.0),
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
..default()
});
commands.spawn((
SceneBundle {
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
..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 += 1.0;
}
}
}
}