bevy/examples/3d/spotlight.rs
Cameron 7989cb2650 Add global time scaling (#5752)
# Objective

- Make `Time` API more consistent.
- Support time accel/decel/pause.

## Solution

This is just the `Time` half of #3002. I was told that part isn't controversial.

- Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming.
- Implement accelerating / decelerating the passage of time.
- Implement stopping time.

---

## Changelog

- Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly.
- Added `relative_speed` and `set_relative_speed` methods.
- Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.)
- Added `raw_*` variants of the "delta time" and "total elapsed time" methods.
- Added `first_update` method because there's a non-zero duration between startup and the first update.

## Migration Guide

- `time.time_since_startup()` -> `time.elapsed()`
- `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()`
- `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()`

If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
2022-10-22 18:52:29 +00:00

168 lines
5.3 KiB
Rust

use std::f32::consts::*;
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
pbr::NotShadowCaster,
prelude::*,
};
use rand::{thread_rng, Rng};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(FrameTimeDiagnosticsPlugin::default())
.add_plugin(LogDiagnosticsPlugin::default())
.add_startup_system(setup)
.add_system(light_sway)
.add_system(movement)
.run();
}
#[derive(Component)]
struct Movable;
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// ground plane
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })),
material: materials.add(StandardMaterial {
base_color: Color::GREEN,
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// cubes
let mut rng = thread_rng();
for _ in 0..100 {
let x = rng.gen_range(-5.0..5.0);
let y = rng.gen_range(-5.0..5.0);
let z = rng.gen_range(-5.0..5.0);
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
material: materials.add(StandardMaterial {
base_color: Color::BLUE,
..default()
}),
transform: Transform::from_xyz(x, y, z),
..default()
},
Movable,
));
}
// ambient light
commands.insert_resource(AmbientLight {
color: Color::rgb(0.0, 1.0, 1.0),
brightness: 0.14,
});
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: 200.0, // 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: meshes.add(Mesh::from(shape::UVSphere {
radius: 0.05,
..default()
})),
material: materials.add(StandardMaterial {
base_color: Color::RED,
emissive: Color::rgba_linear(1.0, 0.0, 0.0, 0.0),
..default()
}),
..default()
});
builder.spawn((
PbrBundle {
transform: Transform::from_translation(Vec3::Z * -0.1),
mesh: meshes.add(Mesh::from(shape::UVSphere {
radius: 0.1,
..default()
})),
material: materials.add(StandardMaterial {
base_color: Color::MAROON,
emissive: Color::rgba_linear(0.125, 0.0, 0.0, 0.0),
..default()
}),
..default()
},
NotShadowCaster,
));
});
}
}
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
for (mut transform, mut angles) in query.iter_mut() {
transform.rotation = Quat::from_euler(
EulerRot::XYZ,
-FRAC_PI_2 + (time.elapsed_seconds() * 0.67 * 3.0).sin() * 0.5,
(time.elapsed_seconds() * 3.0).sin() * 0.5,
0.0,
);
let angle = ((time.elapsed_seconds() * 1.2).sin() + 1.0) * (FRAC_PI_4 - 0.1);
angles.inner_angle = angle * 0.8;
angles.outer_angle = angle;
}
}
fn movement(
input: Res<Input<KeyCode>>,
time: Res<Time>,
mut query: Query<&mut Transform, With<Movable>>,
) {
for mut transform in &mut query {
let mut direction = Vec3::ZERO;
if input.pressed(KeyCode::Up) {
direction.z -= 1.0;
}
if input.pressed(KeyCode::Down) {
direction.z += 1.0;
}
if input.pressed(KeyCode::Left) {
direction.x -= 1.0;
}
if input.pressed(KeyCode::Right) {
direction.x += 1.0;
}
if input.pressed(KeyCode::PageUp) {
direction.y += 1.0;
}
if input.pressed(KeyCode::PageDown) {
direction.y -= 1.0;
}
transform.translation += time.delta_seconds() * 2.0 * direction;
}
}