bevy/examples/asset/hot_asset_reloading.rs
Doonv dc9b486650
Change light defaults & fix light examples (#11581)
# Objective

Fix https://github.com/bevyengine/bevy/issues/11577.

## Solution

Fix the examples, add a few constants to make setting light values
easier, and change the default lighting settings to be more realistic.
(Now designed for an overcast day instead of an indoor environment)

---

I did not include any example-related changes in here.

## Changelogs (not including breaking changes)

### bevy_pbr

- Added `light_consts` module (included in prelude), which contains
common lux and lumen values for lights.
- Added `AmbientLight::NONE` constant, which is an ambient light with a
brightness of 0.
- Added non-EV100 variants for `ExposureSettings`'s EV100 constants,
which allow easier construction of an `ExposureSettings` from a EV100
constant.

## Breaking changes

### bevy_pbr

The several default lighting values were changed:

- `PointLight`'s default `intensity` is now `2000.0`
- `SpotLight`'s default `intensity` is now `2000.0`
- `DirectionalLight`'s default `illuminance` is now
`light_consts::lux::OVERCAST_DAY` (`1000.`)
- `AmbientLight`'s default `brightness` is now `20.0`
2024-02-14 20:43:10 +00:00

40 lines
1.4 KiB
Rust

//! Hot reloading allows you to modify assets files to be immediately reloaded while your game is
//! running. This lets you immediately see the results of your changes without restarting the game.
//! This example illustrates hot reloading mesh changes.
//!
//! Note that hot asset reloading requires the [`AssetWatcher`](bevy::asset::io::AssetWatcher) to be enabled
//! for your current platform. For desktop platforms, enable the `file_watcher` cargo feature.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Load our mesh:
let scene_handle = asset_server.load("models/torus/torus.gltf#Scene0");
// Any changes to the mesh will be reloaded automatically! Try making a change to torus.gltf.
// You should see the changes immediately show up in your app.
// mesh
commands.spawn(SceneBundle {
scene: scene_handle,
..default()
});
// light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight::default(),
transform: Transform::from_xyz(4.0, 5.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}