created player model, added rotation with movement, better lighting and camera positioning

This commit is contained in:
2026-01-01 22:50:34 +00:00
parent 01a94832a1
commit 6218b4999a
6 changed files with 45 additions and 10 deletions

View File

@@ -23,36 +23,58 @@ fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(10.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
Transform::from_xyz(0.0, 25.0, -25.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Cube
// Player
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(2.0, 2.0, 2.0))),
MeshMaterial3d(materials.add(Color::srgb(1.0, 0.0, 0.0))),
Transform::from_xyz(0.0, 1.0, 0.0),
SceneRoot(asset_server.load("models/employee.glb#Scene0")),
//MeshMaterial3d(materials.add(Color::srgb(0.9, 0.83, 0.6))),
Transform::from_xyz(0.0, 1.5, 0.0).with_scale(Vec3::splat(0.5)),
Player {
move_speed: 10.0,
height_offset: 1.0,
height_offset: 1.5,
},
MoveTarget {
position: Vec3::new(0.0, 0.0, 0.0),
},
));
// Light (DOESN'T WORK)
// Light
commands.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 200.0, // Subtle fill light so shadows aren't pitch black
..default()
});
commands.spawn((
DirectionalLight {
illuminance: 1000.0,
shadows_enabled: true,
..default()
},
Transform::from_rotation(Quat::from_euler(
EulerRot::XYZ,
-0.8, // Pitch down (looking down at scene)
0.5, // Yaw (angle from side)
0.0, // Roll (no rotation)
)),
));
/*commands.spawn((
PointLight {
intensity: 1000000.0,
shadows_enabled: true,
..default()
},
Transform::from_xyz(0.0, 10.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
));
Transform::from_xyz(0.0, 10.0, 0.0),
));*/
// Plane
commands.spawn((
@@ -122,6 +144,9 @@ fn move_to_target(mut query: Query<(&mut Transform, &MoveTarget, &Player)>, time
transform.translation = adjusted_target;
} else {
transform.translation += direction.normalize() * move_amount;
let target_look = target.position + Vec3::Y * player.height_offset;
transform.look_at(target_look, Vec3::Y);
}
}
}