//! Illustrates spot lights. use std::f32::consts::*; use bevy::{pbr::NotShadowCaster, prelude::*}; use rand::{rngs::StdRng, Rng, SeedableRng}; fn main() { App::new() .insert_resource(AmbientLight { brightness: 20.0, ..default() }) .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, (light_sway, 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(Plane3d::default().mesh().size(100.0, 100.0)), material: materials.add(LegacyColor::WHITE), ..default() }); // cubes let mut rng = StdRng::seed_from_u64(19878367467713); let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5)); let blue = materials.add(LegacyColor::rgb_u8(124, 144, 255)); for _ in 0..40 { 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); commands.spawn(( PbrBundle { mesh: cube_mesh.clone(), material: blue.clone(), transform: Transform::from_xyz(x, y, z), ..default() }, Movable, )); } 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: LegacyColor::RED, emissive: LegacyColor::rgba_linear(100.0, 0.0, 0.0, 0.0), ..default() }); let maroon_emissive = materials.add(StandardMaterial { base_color: LegacyColor::MAROON, emissive: LegacyColor::rgba_linear(50.0, 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: 4000.0, // lumens color: LegacyColor::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() }); } fn light_sway(time: Res