//! This example demonstrates how to visualize lights properties through the gizmo API. use std::f32::consts::{FRAC_PI_2, PI}; use bevy::{ color::palettes::css::{DARK_CYAN, GOLD, GRAY, PURPLE}, prelude::*, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, rotate_camera) .add_systems(Update, update_config) .run(); } #[derive(Component)] struct GizmoColorText; fn gizmo_color_text(config: &LightGizmoConfigGroup) -> String { match config.color { LightGizmoColor::Manual(color) => format!("Manual {}", Srgba::from(color).to_hex()), LightGizmoColor::Varied => "Random from entity".to_owned(), LightGizmoColor::MatchLightColor => "Match light color".to_owned(), LightGizmoColor::ByLightType => { format!( "Point {}, Spot {}, Directional {}", Srgba::from(config.point_light_color).to_hex(), Srgba::from(config.spot_light_color).to_hex(), Srgba::from(config.directional_light_color).to_hex() ) } } } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, mut config_store: ResMut, ) { // Circular base. commands.spawn(( Mesh3d(meshes.add(Circle::new(4.0))), MeshMaterial3d(materials.add(Color::WHITE)), Transform::from_rotation(Quat::from_rotation_x(-FRAC_PI_2)), )); // Cubes. { let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0)); let material = materials.add(Color::srgb_u8(124, 144, 255)); for x in [-2.0, 0.0, 2.0] { commands.spawn(( Mesh3d(mesh.clone()), MeshMaterial3d(material.clone()), Transform::from_xyz(x, 0.5, 0.0), )); } } // Lights. { commands.spawn(( PointLight { shadows_enabled: true, range: 2.0, color: DARK_CYAN.into(), ..default() }, Transform::from_xyz(0.0, 1.5, 0.0), )); commands.spawn(( SpotLight { shadows_enabled: true, range: 3.5, color: PURPLE.into(), outer_angle: PI / 4.0, inner_angle: PI / 4.0 * 0.8, ..default() }, Transform::from_xyz(4.0, 2.0, 0.0).looking_at(Vec3::X * 1.5, Vec3::Y), )); commands.spawn(( DirectionalLight { color: GOLD.into(), illuminance: DirectionalLight::default().illuminance * 0.05, shadows_enabled: true, ..default() }, Transform::from_xyz(-4.0, 2.0, 0.0).looking_at(Vec3::NEG_X * 1.5, Vec3::Y), )); } // Camera. commands.spawn(( Camera3d::default(), Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y), )); // Example instructions and gizmo config. { commands.spawn(( Text::new( "Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\ Hold 'Left' or 'Right' to change the line width of the gizmos\n\ Press 'A' to toggle drawing of the light gizmos\n\ Press 'C' to cycle between the light gizmos coloring modes", ), Node { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }, )); let (_, light_config) = config_store.config_mut::(); light_config.draw_all = true; light_config.color = LightGizmoColor::MatchLightColor; commands .spawn(( Text::new("Gizmo color mode: "), GizmoColorText, Node { position_type: PositionType::Absolute, bottom: Val::Px(12.0), left: Val::Px(12.0), ..default() }, )) .with_child(TextSpan(gizmo_color_text(light_config))); } } fn rotate_camera(mut transform: Single<&mut Transform, With>, time: Res