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https://github.com/bevyengine/bevy
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Improve lighting in more examples (#12021)
# Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
This commit is contained in:
parent
f45450e26b
commit
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4 changed files with 110 additions and 45 deletions
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@ -80,7 +80,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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CameraController::default(),
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Skybox {
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image: skybox_handle.clone(),
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brightness: 150.0,
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brightness: 1000.0,
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},
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));
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@ -5,6 +5,13 @@ use std::f32::consts::*;
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use bevy::{pbr::NotShadowCaster, prelude::*};
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use rand::{rngs::StdRng, Rng, SeedableRng};
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const INSTRUCTIONS: &str = "\
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Controls
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--------
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Horizontal Movement: WASD
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Vertical Movement: Space and Shift
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Rotate Camera: Left and Right Arrows";
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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@ -13,7 +20,7 @@ fn main() {
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})
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (light_sway, movement))
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.add_systems(Update, (light_sway, movement, rotation))
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.run();
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}
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@ -27,30 +34,38 @@ fn setup(
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// ground plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
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material: materials.add(LegacyColor::WHITE),
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..default()
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});
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
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material: materials.add(LegacyColor::WHITE),
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..default()
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},
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Movable,
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));
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// cubes
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let mut rng = StdRng::seed_from_u64(19878367467713);
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let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
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let blue = materials.add(LegacyColor::rgb_u8(124, 144, 255));
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for _ in 0..40 {
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let x = rng.gen_range(-5.0..5.0);
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let y = rng.gen_range(0.0..3.0);
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let z = rng.gen_range(-5.0..5.0);
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commands.spawn((
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PbrBundle {
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mesh: cube_mesh.clone(),
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material: blue.clone(),
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transform: Transform::from_xyz(x, y, z),
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..default()
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},
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Movable,
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));
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}
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commands.spawn_batch(
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std::iter::repeat_with(move || {
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let x = rng.gen_range(-5.0..5.0);
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let y = rng.gen_range(0.0..3.0);
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let z = rng.gen_range(-5.0..5.0);
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(
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PbrBundle {
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mesh: cube_mesh.clone(),
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material: blue.clone(),
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transform: Transform::from_xyz(x, y, z),
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..default()
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},
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Movable,
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)
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})
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.take(40),
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);
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let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18));
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let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18));
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@ -64,6 +79,7 @@ fn setup(
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emissive: LegacyColor::rgba_linear(50.0, 0.0, 0.0, 0.0),
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..default()
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});
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for x in 0..4 {
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for z in 0..4 {
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let x = x as f32 - 2.0;
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@ -74,7 +90,7 @@ fn setup(
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transform: Transform::from_xyz(1.0 + x, 2.0, z)
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.looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
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spot_light: SpotLight {
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intensity: 4000.0, // lumens
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intensity: 40_000.0, // lumens
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color: LegacyColor::WHITE,
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shadows_enabled: true,
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inner_angle: PI / 4.0 * 0.85,
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@ -111,6 +127,22 @@ fn setup(
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transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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commands.spawn(
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TextBundle::from_section(
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INSTRUCTIONS,
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TextStyle {
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font_size: 20.0,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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}
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fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
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@ -132,27 +164,49 @@ fn movement(
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time: Res<Time>,
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mut query: Query<&mut Transform, With<Movable>>,
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) {
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for mut transform in &mut query {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::ArrowUp) {
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direction.z -= 1.0;
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}
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if input.pressed(KeyCode::ArrowDown) {
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direction.z += 1.0;
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}
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if input.pressed(KeyCode::ArrowLeft) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::ArrowRight) {
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direction.x += 1.0;
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}
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if input.pressed(KeyCode::PageUp) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::PageDown) {
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direction.y -= 1.0;
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}
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// Calculate translation to move the cubes and ground plane
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let mut translation = Vec3::ZERO;
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transform.translation += time.delta_seconds() * 2.0 * direction;
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// Horizontal forward and backward movement
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if input.pressed(KeyCode::KeyW) {
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translation.z += 1.0;
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} else if input.pressed(KeyCode::KeyS) {
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translation.z -= 1.0;
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}
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// Horizontal left and right movement
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if input.pressed(KeyCode::KeyA) {
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translation.x += 1.0;
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} else if input.pressed(KeyCode::KeyD) {
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translation.x -= 1.0;
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}
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// Vertical movement
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if input.pressed(KeyCode::ShiftLeft) {
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translation.y += 1.0;
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} else if input.pressed(KeyCode::Space) {
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translation.y -= 1.0;
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}
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translation *= 2.0 * time.delta_seconds();
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// Apply translation
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for mut transform in &mut query {
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transform.translation += translation;
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}
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}
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fn rotation(
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mut query: Query<&mut Transform, With<Camera>>,
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input: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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let mut transform = query.single_mut();
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let delta = time.delta_seconds();
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if input.pressed(KeyCode::ArrowLeft) {
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transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(delta));
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} else if input.pressed(KeyCode::ArrowRight) {
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transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-delta));
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}
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}
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@ -28,6 +28,16 @@ fn setup(
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..default()
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});
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// Light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 500_000.0,
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..default()
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},
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transform: Transform::from_xyz(0.0, 2.5, 0.0),
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..default()
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});
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// Let's use the `Name` component to target entities. We can use anything we
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// like, but names are convenient.
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let planet = Name::new("planet");
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@ -9,7 +9,7 @@ fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(AmbientLight {
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brightness: 150.0,
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brightness: 750.0,
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..default()
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})
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.add_systems(Startup, setup)
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@ -20,7 +20,8 @@ fn main() {
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Create a camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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transform: Transform::from_xyz(-2.0, 2.5, 5.0)
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.looking_at(Vec3::new(0.0, 1.0, 0.0), Vec3::Y),
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..default()
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});
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