mirror of
https://github.com/bevyengine/bevy
synced 2024-12-18 17:13:10 +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.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(AmbientLight {
|
|
brightness: 60.0,
|
|
..default()
|
|
})
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
|
|
// plane
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: Color::srgb(0.2, 0.2, 0.2),
|
|
perceptual_roughness: 0.08,
|
|
..default()
|
|
})),
|
|
));
|
|
|
|
const COUNT: usize = 6;
|
|
let position_range = -2.0..2.0;
|
|
let radius_range = 0.0..0.4;
|
|
let pos_len = position_range.end - position_range.start;
|
|
let radius_len = radius_range.end - radius_range.start;
|
|
let mesh = meshes.add(Sphere::new(1.0).mesh().uv(120, 64));
|
|
|
|
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((
|
|
Mesh3d(mesh.clone()),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: Color::srgb(0.5, 0.5, 1.0),
|
|
unlit: true,
|
|
..default()
|
|
})),
|
|
Transform::from_xyz(position_range.start + percent * pos_len, 0.3, 0.0)
|
|
.with_scale(Vec3::splat(radius)),
|
|
))
|
|
.with_child(PointLight {
|
|
radius,
|
|
color: Color::srgb(0.2, 0.2, 1.0),
|
|
..default()
|
|
});
|
|
}
|
|
}
|