//! Illustrates spot lights. use std::f32::consts::*; use bevy::{ color::palettes::basic::{MAROON, RED}, pbr::NotShadowCaster, prelude::*, }; use rand::{Rng, SeedableRng}; use rand_chacha::ChaCha8Rng; const INSTRUCTIONS: &str = "\ Controls -------- Horizontal Movement: WASD Vertical Movement: Space and Shift Rotate Camera: Left and Right Arrows"; fn main() { App::new() .insert_resource(AmbientLight { brightness: 20.0, ..default() }) .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, (light_sway, movement, rotation)) .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(Plane3d::default().mesh().size(100.0, 100.0)), material: materials.add(Color::WHITE), ..default() }, Movable, )); // cubes // We're seeding the PRNG here to make this example deterministic for testing purposes. // This isn't strictly required in practical use unless you need your app to be deterministic. let mut rng = ChaCha8Rng::seed_from_u64(19878367467713); let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5)); let blue = materials.add(Color::srgb_u8(124, 144, 255)); commands.spawn_batch( std::iter::repeat_with(move || { let x = rng.gen_range(-5.0..5.0); let y = rng.gen_range(0.0..3.0); let z = rng.gen_range(-5.0..5.0); ( PbrBundle { mesh: cube_mesh.clone(), material: blue.clone(), transform: Transform::from_xyz(x, y, z), ..default() }, Movable, ) }) .take(40), ); let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18)); let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18)); let red_emissive = materials.add(StandardMaterial { base_color: RED.into(), emissive: Color::linear_rgba(1.0, 0.0, 0.0, 0.0), ..default() }); let maroon_emissive = materials.add(StandardMaterial { base_color: MAROON.into(), emissive: Color::linear_rgba(0.369, 0.0, 0.0, 0.0), ..default() }); 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: 40_000.0, // 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: sphere_mesh.clone(), material: red_emissive.clone(), ..default() }); builder.spawn(( PbrBundle { transform: Transform::from_translation(Vec3::Z * -0.1), mesh: sphere_mesh_direction.clone(), material: maroon_emissive.clone(), ..default() }, NotShadowCaster, )); }); } } // camera commands.spawn(Camera3dBundle { camera: Camera { hdr: true, ..default() }, transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); commands.spawn( TextBundle::from_section( INSTRUCTIONS, TextStyle { font_size: 20.0, ..default() }, ) .with_style(Style { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }), ); } fn light_sway(time: Res