bevy/examples/gizmos/light_gizmos.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00

182 lines
6 KiB
Rust

//! 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<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut config_store: ResMut<GizmoConfigStore>,
) {
// 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.
{
let text_style = TextStyle::default();
commands.spawn(
TextBundle::from_section(
"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",
text_style.clone(),
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
let (_, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
light_config.draw_all = true;
light_config.color = LightGizmoColor::MatchLightColor;
commands.spawn((
TextBundle::from_sections([
TextSection::new("Gizmo color mode: ", text_style.clone()),
TextSection::new(gizmo_color_text(light_config), text_style),
])
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
GizmoColorText,
));
}
}
fn rotate_camera(mut query: Query<&mut Transform, With<Camera>>, time: Res<Time>) {
let mut transform = query.single_mut();
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_seconds() / 2.));
}
fn update_config(
mut config_store: ResMut<GizmoConfigStore>,
keyboard: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut color_text_query: Query<&mut Text, With<GizmoColorText>>,
) {
if keyboard.just_pressed(KeyCode::KeyD) {
for (_, config, _) in config_store.iter_mut() {
config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
}
}
let (config, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
if keyboard.pressed(KeyCode::ArrowRight) {
config.line_width += 5. * time.delta_seconds();
config.line_width = config.line_width.clamp(0., 50.);
}
if keyboard.pressed(KeyCode::ArrowLeft) {
config.line_width -= 5. * time.delta_seconds();
config.line_width = config.line_width.clamp(0., 50.);
}
if keyboard.just_pressed(KeyCode::KeyA) {
config.enabled ^= true;
}
if keyboard.just_pressed(KeyCode::KeyC) {
light_config.color = match light_config.color {
LightGizmoColor::Manual(_) => LightGizmoColor::Varied,
LightGizmoColor::Varied => LightGizmoColor::MatchLightColor,
LightGizmoColor::MatchLightColor => LightGizmoColor::ByLightType,
LightGizmoColor::ByLightType => LightGizmoColor::Manual(GRAY.into()),
};
color_text_query.single_mut().sections[1].value = gizmo_color_text(light_config);
}
}