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Cosmetic tweaks to query_gltf_primitives #16102

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Binary file modified assets/models/GltfPrimitives/gltf_primitives.glb
Binary file not shown.
61 changes: 17 additions & 44 deletions examples/3d/query_gltf_primitives.rs
Original file line number Diff line number Diff line change
Expand Up @@ -3,16 +3,10 @@

use std::f32::consts::PI;

use bevy::{
gltf::GltfMaterialName,
pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
prelude::*,
render::mesh::VertexAttributeValues,
};
use bevy::{gltf::GltfMaterialName, prelude::*, render::mesh::VertexAttributeValues};

fn main() {
App::new()
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, find_top_material_and_mesh)
Expand All @@ -36,20 +30,22 @@ fn find_top_material_and_mesh(
if let Color::Hsla(ref mut hsla) = material.base_color {
*hsla = hsla.rotate_hue(time.delta_secs() * 100.0);
} else {
material.base_color = Color::from(Hsla::hsl(0.0, 0.8, 0.5));
material.base_color = Color::from(Hsla::hsl(0.0, 0.9, 0.7));
}
}

if let Some(mesh) = meshes.get_mut(mesh_handle) {
if let Some(VertexAttributeValues::Float32x3(positions)) =
mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION)
{
positions[0] = (
ops::sin(2.0 * PI * time.elapsed_secs()),
positions[0][1],
positions[0][2],
)
.into();
for position in positions {
*position = (
position[0],
1.5 + 0.5 * ops::sin(time.elapsed_secs() / 2.0),
position[2],
)
.into();
}
}
}
}
Expand All @@ -59,38 +55,15 @@ fn find_top_material_and_mesh(
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.6, 1.6, 11.3).looking_at(Vec3::new(0.0, 0.0, 3.0), 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: 500.0,
rotation: Quat::IDENTITY,
},
Transform::from_xyz(4.0, 4.0, 12.0).looking_at(Vec3::new(0.0, 0.0, 0.5), Vec3::Y),
));

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/GltfPrimitives/gltf_primitives.glb"),
)),
Transform {
rotation: Quat::from_rotation_y(-90.0 / 180.0 * PI),
..default()
},
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
DirectionalLight::default(),
));

commands.spawn(SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/GltfPrimitives/gltf_primitives.glb"),
)));
}