mirror of
https://github.com/bevyengine/bevy
synced 2024-12-22 11:03:06 +00:00
25bfa80e60
# 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.
66 lines
1.9 KiB
Rust
66 lines
1.9 KiB
Rust
//! Demonstrates how lighting is affected by different radius of point lights.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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brightness: 60.0,
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..default()
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})
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.run();
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}
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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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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::srgb(0.2, 0.2, 0.2),
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perceptual_roughness: 0.08,
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..default()
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})),
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));
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const COUNT: usize = 6;
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let position_range = -2.0..2.0;
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let radius_range = 0.0..0.4;
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let pos_len = position_range.end - position_range.start;
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let radius_len = radius_range.end - radius_range.start;
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let mesh = meshes.add(Sphere::new(1.0).mesh().uv(120, 64));
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for i in 0..COUNT {
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let percent = i as f32 / COUNT as f32;
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let radius = radius_range.start + percent * radius_len;
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// sphere light
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commands
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.spawn((
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Mesh3d(mesh.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::srgb(0.5, 0.5, 1.0),
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unlit: true,
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..default()
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})),
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Transform::from_xyz(position_range.start + percent * pos_len, 0.3, 0.0)
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.with_scale(Vec3::splat(radius)),
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))
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.with_child(PointLight {
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radius,
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color: Color::srgb(0.2, 0.2, 1.0),
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..default()
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});
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}
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}
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