bevy/examples/3d/lighting.rs
Carter Anderson b6a647cc01 default() shorthand (#4071)
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.

```rust
use bevy::prelude::*;

#[derive(Default)]
struct Foo {
  bar: usize,
  baz: usize,
}

// Normally you would do this:
let foo = Foo {
  bar: 10,
  ..Default::default()
};

// But now you can do this:
let foo = Foo {
  bar: 10,
  ..default()
};
```

The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
2022-03-01 20:52:09 +00:00

240 lines
7.4 KiB
Rust

use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(movement)
.add_system(animate_light_direction)
.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_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
material: materials.add(StandardMaterial {
base_color: Color::WHITE,
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// left wall
let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
transform.rotate(Quat::from_rotation_z(std::f32::consts::FRAC_PI_2));
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
transform,
material: materials.add(StandardMaterial {
base_color: Color::INDIGO,
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// back (right) wall
let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
transform.rotate(Quat::from_rotation_x(std::f32::consts::FRAC_PI_2));
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
transform,
material: materials.add(StandardMaterial {
base_color: Color::INDIGO,
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// cube
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial {
base_color: Color::PINK,
..default()
}),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
})
.insert(Movable);
// sphere
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::UVSphere {
radius: 0.5,
..default()
})),
material: materials.add(StandardMaterial {
base_color: Color::LIME_GREEN,
..default()
}),
transform: Transform::from_xyz(1.5, 1.0, 1.5),
..default()
})
.insert(Movable);
// ambient light
commands.insert_resource(AmbientLight {
color: Color::ORANGE_RED,
brightness: 0.02,
});
// red point light
commands
.spawn_bundle(PointLightBundle {
// transform: Transform::from_xyz(5.0, 8.0, 2.0),
transform: Transform::from_xyz(1.0, 2.0, 0.0),
point_light: PointLight {
intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
color: Color::RED,
shadows_enabled: true,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::UVSphere {
radius: 0.1,
..default()
})),
material: materials.add(StandardMaterial {
base_color: Color::RED,
emissive: Color::rgba_linear(100.0, 0.0, 0.0, 0.0),
..default()
}),
..default()
});
});
// green point light
commands
.spawn_bundle(PointLightBundle {
// transform: Transform::from_xyz(5.0, 8.0, 2.0),
transform: Transform::from_xyz(-1.0, 2.0, 0.0),
point_light: PointLight {
intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
color: Color::GREEN,
shadows_enabled: true,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::UVSphere {
radius: 0.1,
..default()
})),
material: materials.add(StandardMaterial {
base_color: Color::GREEN,
emissive: Color::rgba_linear(0.0, 100.0, 0.0, 0.0),
..default()
}),
..default()
});
});
// blue point light
commands
.spawn_bundle(PointLightBundle {
// transform: Transform::from_xyz(5.0, 8.0, 2.0),
transform: Transform::from_xyz(0.0, 4.0, 0.0),
point_light: PointLight {
intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
color: Color::BLUE,
shadows_enabled: true,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::UVSphere {
radius: 0.1,
..default()
})),
material: materials.add(StandardMaterial {
base_color: Color::BLUE,
emissive: Color::rgba_linear(0.0, 0.0, 100.0, 0.0),
..default()
}),
..default()
});
});
// directional 'sun' light
const HALF_SIZE: f32 = 10.0;
commands.spawn_bundle(DirectionalLightBundle {
directional_light: DirectionalLight {
// Configure the projection to better fit the scene
shadow_projection: OrthographicProjection {
left: -HALF_SIZE,
right: HALF_SIZE,
bottom: -HALF_SIZE,
top: HALF_SIZE,
near: -10.0 * HALF_SIZE,
far: 10.0 * HALF_SIZE,
..default()
},
shadows_enabled: true,
..default()
},
transform: Transform {
translation: Vec3::new(0.0, 2.0, 0.0),
rotation: Quat::from_rotation_x(-std::f32::consts::FRAC_PI_4),
..default()
},
..default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
fn animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
) {
for mut transform in query.iter_mut() {
transform.rotate(Quat::from_rotation_y(time.delta_seconds() * 0.5));
}
}
fn movement(
input: Res<Input<KeyCode>>,
time: Res<Time>,
mut query: Query<&mut Transform, With<Movable>>,
) {
for mut transform in query.iter_mut() {
let mut direction = Vec3::ZERO;
if input.pressed(KeyCode::Up) {
direction.y += 1.0;
}
if input.pressed(KeyCode::Down) {
direction.y -= 1.0;
}
if input.pressed(KeyCode::Left) {
direction.x -= 1.0;
}
if input.pressed(KeyCode::Right) {
direction.x += 1.0;
}
transform.translation += time.delta_seconds() * 2.0 * direction;
}
}