mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
de888a373d
# Objective Another step in the migration to required components: lights! Note that this does not include `EnvironmentMapLight` or reflection probes yet, because their API hasn't been fully chosen yet. ## Solution As per the [selected proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg): - Deprecate `PointLightBundle` in favor of the `PointLight` component - Deprecate `SpotLightBundle` in favor of the `PointLight` component - Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight` component ## Testing I ran some examples with lights. --- ## Migration Guide `PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have been deprecated. Use the `PointLight`, `SpotLight`, and `DirectionalLight` components instead. Adding them will now insert the other components required by them automatically.
79 lines
2.1 KiB
Rust
79 lines
2.1 KiB
Rust
//! This example demonstrates how to use the `Camera::viewport_to_world` method.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, draw_cursor)
|
|
.run();
|
|
}
|
|
|
|
fn draw_cursor(
|
|
camera_query: Query<(&Camera, &GlobalTransform)>,
|
|
ground_query: Query<&GlobalTransform, With<Ground>>,
|
|
windows: Query<&Window>,
|
|
mut gizmos: Gizmos,
|
|
) {
|
|
let (camera, camera_transform) = camera_query.single();
|
|
let ground = ground_query.single();
|
|
|
|
let Some(cursor_position) = windows.single().cursor_position() else {
|
|
return;
|
|
};
|
|
|
|
// Calculate a ray pointing from the camera into the world based on the cursor's position.
|
|
let Ok(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
|
|
return;
|
|
};
|
|
|
|
// Calculate if and where the ray is hitting the ground plane.
|
|
let Some(distance) =
|
|
ray.intersect_plane(ground.translation(), InfinitePlane3d::new(ground.up()))
|
|
else {
|
|
return;
|
|
};
|
|
let point = ray.get_point(distance);
|
|
|
|
// Draw a circle just above the ground plane at that position.
|
|
gizmos.circle(
|
|
Isometry3d::new(
|
|
point + ground.up() * 0.01,
|
|
Quat::from_rotation_arc(Vec3::Z, ground.up().as_vec3()),
|
|
),
|
|
0.2,
|
|
Color::WHITE,
|
|
);
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct Ground;
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// plane
|
|
commands.spawn((
|
|
PbrBundle {
|
|
mesh: meshes.add(Plane3d::default().mesh().size(20., 20.)),
|
|
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
|
|
..default()
|
|
},
|
|
Ground,
|
|
));
|
|
|
|
// light
|
|
commands.spawn((
|
|
DirectionalLight::default(),
|
|
Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|