use std::f32::consts::*; use bevy::{ diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}, pbr::NotShadowCaster, prelude::*, }; use rand::{thread_rng, Rng}; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugin(FrameTimeDiagnosticsPlugin::default()) .add_plugin(LogDiagnosticsPlugin::default()) .add_startup_system(setup) .add_system(light_sway) .add_system(movement) .run(); } #[derive(Component)] struct Movable; /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // ground plane commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })), material: materials.add(StandardMaterial { base_color: Color::GREEN, perceptual_roughness: 1.0, ..default() }), ..default() }); // cubes let mut rng = thread_rng(); for _ in 0..100 { let x = rng.gen_range(-5.0..5.0); let y = rng.gen_range(-5.0..5.0); let z = rng.gen_range(-5.0..5.0); commands.spawn(( PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })), material: materials.add(StandardMaterial { base_color: Color::BLUE, ..default() }), transform: Transform::from_xyz(x, y, z), ..default() }, Movable, )); } // ambient light commands.insert_resource(AmbientLight { color: Color::rgb(0.0, 1.0, 1.0), brightness: 0.14, }); for x in 0..4 { for z in 0..4 { let x = x as f32 - 2.0; let z = z as f32 - 2.0; // red spot_light commands .spawn(SpotLightBundle { transform: Transform::from_xyz(1.0 + x, 2.0, z) .looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X), spot_light: SpotLight { intensity: 200.0, // lumens color: Color::WHITE, shadows_enabled: true, inner_angle: PI / 4.0 * 0.85, outer_angle: PI / 4.0, ..default() }, ..default() }) .with_children(|builder| { builder.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::UVSphere { radius: 0.05, ..default() })), material: materials.add(StandardMaterial { base_color: Color::RED, emissive: Color::rgba_linear(1.0, 0.0, 0.0, 0.0), ..default() }), ..default() }); builder.spawn(( PbrBundle { transform: Transform::from_translation(Vec3::Z * -0.1), mesh: meshes.add(Mesh::from(shape::UVSphere { radius: 0.1, ..default() })), material: materials.add(StandardMaterial { base_color: Color::MAROON, emissive: Color::rgba_linear(0.125, 0.0, 0.0, 0.0), ..default() }), ..default() }, NotShadowCaster, )); }); } } // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } fn light_sway(time: Res