use std::f32::consts::{PI, TAU}; use bevy::{gltf::GltfPlugin, prelude::*, scene::SceneInstance, window::close_on_esc}; use bevy_mod_outline::*; fn main() { App::new() // Register outline normal vertex attribute with glTF plugin .add_plugins( DefaultPlugins.build().set( GltfPlugin::default() .add_custom_vertex_attribute("_OUTLINE_NORMAL", ATTRIBUTE_OUTLINE_NORMAL), ), ) .add_plugins(OutlinePlugin) .insert_resource(AmbientLight { color: Color::WHITE, brightness: 1.0, }) .add_systems(Startup, setup) .add_systems( Update, (setup_scene_once_loaded, rotates, rotates_hue, close_on_esc), ) .run(); } #[derive(Component)] struct Rotates; #[derive(Component)] struct RotatesHue; fn setup(mut commands: Commands, asset_server: Res) { // Camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(20.0, 20.0, 30.0) .looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y), ..default() }); // Light commands.spawn(DirectionalLightBundle { transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), directional_light: DirectionalLight { shadows_enabled: true, ..default() }, ..default() }); // Hollow commands .spawn(SceneBundle { scene: asset_server.load("hollow.glb#Scene0"), ..default() }) .insert(Rotates) .insert(ComputedOutlineDepth::default()); } // Once the scene is loaded, start the animation and add an outline fn setup_scene_once_loaded( mut commands: Commands, scene_query: Query<&SceneInstance>, scene_manager: Res, name_query: Query<&Name, With>>, mut done: Local, ) { if !*done { if let Ok(scene) = scene_query.get_single() { if scene_manager.instance_is_ready(**scene) { for entity in scene_manager.iter_instance_entities(**scene) { commands .entity(entity) .insert(OutlineBundle { outline: OutlineVolume { visible: true, width: 7.5, colour: Color::BLUE, }, stencil: OutlineStencil { enabled: true, offset: 0.0, }, ..default() }) .insert(InheritOutlineDepth); if let Ok(name) = name_query.get(entity) { if name.as_str() == "inside" { commands.entity(entity).insert(RotatesHue); } } } *done = true; } } } } fn rotates(mut query: Query<&mut Transform, With>, timer: Res