88 lines
2.6 KiB
Rust
88 lines
2.6 KiB
Rust
use std::f32::consts::PI;
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use bevy::{prelude::*, window::close_on_esc};
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use bevy_mod_outline::{
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AutoGenerateOutlineNormalsPlugin, Outline, OutlineBundle, OutlinePlugin, OutlineStencil,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(OutlinePlugin)
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.add_plugin(AutoGenerateOutlineNormalsPlugin)
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 1.0,
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})
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.add_startup_system(setup)
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.add_system(setup_scene_once_loaded)
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.add_system(close_on_esc)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Insert a resource with the current animation
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commands.insert_resource::<Handle<AnimationClip>>(asset_server.load("Fox.glb#Animation0"));
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// Camera
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commands.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(100.0, 100.0, 150.0)
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.looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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..default()
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});
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// Plane
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 500000.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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// Light
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commands.spawn_bundle(DirectionalLightBundle {
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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// Fox
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commands.spawn_bundle(SceneBundle {
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scene: asset_server.load("Fox.glb#Scene0"),
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..default()
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});
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}
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// Once the scene is loaded, start the animation and add an outline
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fn setup_scene_once_loaded(
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mut commands: Commands,
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animation: Res<Handle<AnimationClip>>,
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mut player: Query<&mut AnimationPlayer>,
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entities: Query<Entity, With<Handle<Mesh>>>,
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mut done: Local<bool>,
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) {
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if !*done {
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if let Ok(mut player) = player.get_single_mut() {
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player.play(animation.clone_weak()).repeat();
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for entity in entities.iter() {
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commands.entity(entity).insert_bundle(OutlineBundle {
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outline: Outline {
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visible: true,
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width: 3.0,
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colour: Color::RED,
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},
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stencil: OutlineStencil,
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});
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}
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*done = true;
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}
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}
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}
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