bevy/examples/3d/spherical_area_lights.rs
Mark Schmale 1ba7429371 Doc/module style doc blocks for examples (#4438)
# Objective

Provide a starting point for #3951, or a partial solution. 
Providing a few comment blocks to discuss, and hopefully find better one in the process. 

## Solution

Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. 

## Changelog

- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples

TODO: 
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet 
- [x] all other example groups...


Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. 
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
2022-05-16 13:53:20 +00:00

75 lines
2.3 KiB
Rust

//! Demonstrates how lighting is affected by different radius of point lights.
use bevy::prelude::*;
fn main() {
App::new()
.insert_resource(ClearColor(Color::BLACK))
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(1.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// plane
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })),
material: materials.add(StandardMaterial {
base_color: Color::rgb(0.2, 0.2, 0.2),
perceptual_roughness: 0.08,
..default()
}),
..default()
});
const COUNT: usize = 6;
let position_range = -4.0..4.0;
let radius_range = 0.0..0.8;
let pos_len = position_range.end - position_range.start;
let radius_len = radius_range.end - radius_range.start;
let mesh = meshes.add(Mesh::from(shape::UVSphere {
sectors: 128,
stacks: 64,
..default()
}));
for i in 0..COUNT {
let percent = i as f32 / COUNT as f32;
let radius = radius_range.start + percent * radius_len;
// sphere light
commands
.spawn_bundle(PbrBundle {
mesh: mesh.clone(),
material: materials.add(StandardMaterial {
base_color: Color::rgb(0.5, 0.5, 1.0),
unlit: true,
..default()
}),
transform: Transform::from_xyz(position_range.start + percent * pos_len, 0.6, 0.0)
.with_scale(Vec3::splat(radius)),
..default()
})
.with_children(|children| {
children.spawn_bundle(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
radius,
color: Color::rgb(0.2, 0.2, 1.0),
..default()
},
..default()
});
});
}
}