mirror of
https://github.com/bevyengine/bevy
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dd619a1087
# Objective After adding configurable exposure, we set the default ev100 value to `7` (indoor). This brought us out of sync with Blender's configuration and defaults. This PR changes the default to `9.7` (bright indoor or very overcast outdoors), as I calibrated in #11577. This feels like a very reasonable default. The other changes generally center around tweaking Bevy's lighting defaults and examples to play nicely with this number, alongside a few other tweaks and improvements. Note that for artistic reasons I have reverted some examples, which changed to directional lights in #11581, back to point lights. Fixes #11577 --- ## Changelog - Changed `Exposure::ev100` from `7` to `9.7` to better match Blender - Renamed `ExposureSettings` to `Exposure` - `Camera3dBundle` now includes `Exposure` for discoverability - Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the middle-to-top of those ranges instead of near the bottom - Added new `AMBIENT_DAYLIGHT` constant and set that as the new `DirectionalLight` default illuminance. - `PointLight` and `SpotLight` now have a default `intensity` of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default. - `AmbientLight` default has been bumped from `20` to `80`. ## Migration Guide - The increased `Exposure::ev100` means that all existing 3D lighting will need to be adjusted to match (DirectionalLights, PointLights, SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust the `Exposure::ev100` on your cameras to work nicely with your current lighting values. If you are currently relying on default intensity values, you might need to change the intensity to achieve the same effect. Note that in Bevy 0.12, point/spot lights had a different hard coded ev100 value than directional lights. In Bevy 0.13, they use the same ev100, so if you have both in your scene, the _scale_ between these light types has changed and you will likely need to adjust one or both of them.
170 lines
5.7 KiB
Rust
170 lines
5.7 KiB
Rust
//! Skinned mesh example with mesh and joints data defined in code.
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//! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
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use std::f32::consts::*;
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use bevy::{
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pbr::AmbientLight,
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prelude::*,
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render::{
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mesh::{
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skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
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Indices, PrimitiveTopology, VertexAttributeValues,
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},
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render_asset::RenderAssetUsages,
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},
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};
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use rand::{rngs::StdRng, Rng, SeedableRng};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(AmbientLight {
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brightness: 3000.0,
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..default()
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})
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.add_systems(Startup, setup)
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.add_systems(Update, joint_animation)
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.run();
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}
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/// Used to mark a joint to be animated in the [`joint_animation`] system.
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#[derive(Component)]
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struct AnimatedJoint;
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/// Construct a mesh and a skeleton with 2 joints for that mesh,
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/// and mark the second joint to be animated.
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/// It is similar to the scene defined in `models/SimpleSkin/SimpleSkin.gltf`
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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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mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
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) {
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// Create a camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Create inverse bindpose matrices for a skeleton consists of 2 joints
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let inverse_bindposes = skinned_mesh_inverse_bindposes_assets.add(vec![
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Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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]);
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// Create a mesh
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let mesh = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::RENDER_WORLD,
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)
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// Set mesh vertex positions
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_POSITION,
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vec![
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[0.0, 0.0, 0.0],
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[1.0, 0.0, 0.0],
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[0.0, 0.5, 0.0],
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[1.0, 0.5, 0.0],
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[0.0, 1.0, 0.0],
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[1.0, 1.0, 0.0],
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[0.0, 1.5, 0.0],
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[1.0, 1.5, 0.0],
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[0.0, 2.0, 0.0],
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[1.0, 2.0, 0.0],
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],
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)
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// Set mesh vertex normals
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.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10])
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// Set mesh vertex joint indices for mesh skinning.
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// Each vertex gets 4 indices used to address the `JointTransforms` array in the vertex shader
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// as well as `SkinnedMeshJoint` array in the `SkinnedMesh` component.
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// This means that a maximum of 4 joints can affect a single vertex.
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_JOINT_INDEX,
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// Need to be explicit here as [u16; 4] could be either Uint16x4 or Unorm16x4.
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VertexAttributeValues::Uint16x4(vec![
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[0, 0, 0, 0],
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[0, 0, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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]),
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)
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// Set mesh vertex joint weights for mesh skinning.
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// Each vertex gets 4 joint weights corresponding to the 4 joint indices assigned to it.
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// The sum of these weights should equal to 1.
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_JOINT_WEIGHT,
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vec![
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[1.00, 0.00, 0.0, 0.0],
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[1.00, 0.00, 0.0, 0.0],
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[0.75, 0.25, 0.0, 0.0],
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[0.75, 0.25, 0.0, 0.0],
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[0.50, 0.50, 0.0, 0.0],
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[0.50, 0.50, 0.0, 0.0],
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[0.25, 0.75, 0.0, 0.0],
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[0.25, 0.75, 0.0, 0.0],
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[0.00, 1.00, 0.0, 0.0],
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[0.00, 1.00, 0.0, 0.0],
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],
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)
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// Tell bevy to construct triangles from a list of vertex indices,
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// where each 3 vertex indices form an triangle.
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.with_inserted_indices(Indices::U16(vec![
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0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4, 4, 5, 7, 4, 7, 6, 6, 7, 9, 6, 9, 8,
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]));
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let mesh = meshes.add(mesh);
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let mut rng = StdRng::seed_from_u64(42);
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for i in -5..5 {
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// Create joint entities
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let joint_0 = commands
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.spawn(TransformBundle::from(Transform::from_xyz(
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i as f32 * 1.5,
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0.0,
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i as f32 * 0.1,
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)))
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.id();
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let joint_1 = commands
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.spawn((AnimatedJoint, TransformBundle::IDENTITY))
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.id();
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// Set joint_1 as a child of joint_0.
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commands.entity(joint_0).push_children(&[joint_1]);
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// Each joint in this vector corresponds to each inverse bindpose matrix in `SkinnedMeshInverseBindposes`.
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let joint_entities = vec![joint_0, joint_1];
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// Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh.
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commands.spawn((
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PbrBundle {
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mesh: mesh.clone(),
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material: materials.add(Color::rgb(
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rng.gen_range(0.0..1.0),
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rng.gen_range(0.0..1.0),
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rng.gen_range(0.0..1.0),
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)),
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..default()
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},
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SkinnedMesh {
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inverse_bindposes: inverse_bindposes.clone(),
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joints: joint_entities,
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},
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));
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}
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}
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/// Animate the joint marked with [`AnimatedJoint`] component.
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fn joint_animation(time: Res<Time>, mut query: Query<&mut Transform, With<AnimatedJoint>>) {
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for mut transform in &mut query {
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transform.rotation = Quat::from_rotation_z(FRAC_PI_2 * time.elapsed_seconds().sin());
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}
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}
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