mirror of
https://github.com/storytold/bevy-mocap.git
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45 lines
1.3 KiB
Rust
45 lines
1.3 KiB
Rust
use bevy::{
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pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
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prelude::*,
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};
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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fn main() {
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App::new()
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.insert_resource(DirectionalLightShadowMap { size: 4096 })
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.add_plugins(DefaultPlugins)
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.add_plugins(WorldInspectorPlugin::new())
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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..default()
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});
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commands.spawn(DirectionalLightBundle {
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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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// This is a relatively small scene, so use tighter shadow
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// cascade bounds than the default for better quality.
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// We also adjusted the shadow map to be larger since we're
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// only using a single cascade.
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cascade_shadow_config: CascadeShadowConfigBuilder {
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num_cascades: 1,
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maximum_distance: 1.6,
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..default()
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}
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.into(),
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..default()
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});
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commands.spawn(SceneBundle {
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scene: asset_server.load("example.gltf#Scene0"),
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..default()
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});
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}
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