mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
fcd7c0fc3d
Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
71 lines
2 KiB
Rust
71 lines
2 KiB
Rust
//! Illustrates how to create parent-child relationships between entities and how parent transforms
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//! are propagated to their descendants.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, rotator_system)
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.run();
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}
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/// this component indicates what entities should rotate
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#[derive(Component)]
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struct Rotator;
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/// rotates the parent, which will result in the child also rotating
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotator>>) {
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for mut transform in &mut query {
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transform.rotate_x(3.0 * time.delta_seconds());
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}
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}
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/// set up a simple scene with a "parent" cube and a "child" cube
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let cube_handle = meshes.add(shape::Cube { size: 2.0 });
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let cube_material_handle = materials.add(StandardMaterial {
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base_color: Color::rgb(0.8, 0.7, 0.6),
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..default()
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});
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// parent cube
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commands
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.spawn((
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PbrBundle {
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mesh: cube_handle.clone(),
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material: cube_material_handle.clone(),
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transform: Transform::from_xyz(0.0, 0.0, 1.0),
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..default()
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},
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Rotator,
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))
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.with_children(|parent| {
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// child cube
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parent.spawn(PbrBundle {
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mesh: cube_handle,
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material: cube_material_handle,
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transform: Transform::from_xyz(0.0, 0.0, 3.0),
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..default()
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});
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});
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// light
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(4.0, 5.0, -4.0),
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point_light: PointLight {
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intensity: 150_000.0,
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..default()
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},
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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