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https://github.com/bevyengine/bevy
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fcd7c0fc3d
Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
102 lines
3.5 KiB
Rust
102 lines
3.5 KiB
Rust
//! Illustrates how to scale an object in each direction.
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use std::f32::consts::PI;
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use bevy::prelude::*;
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// Define a component to keep information for the scaled object.
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#[derive(Component)]
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struct Scaling {
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scale_direction: Vec3,
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scale_speed: f32,
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max_element_size: f32,
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min_element_size: f32,
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}
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// Implement a simple initialization.
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impl Scaling {
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fn new() -> Self {
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Scaling {
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scale_direction: Vec3::X,
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scale_speed: 2.0,
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max_element_size: 5.0,
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min_element_size: 1.0,
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}
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}
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (change_scale_direction, scale_cube))
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.run();
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}
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// Startup system to setup the scene and spawn all relevant entities.
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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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// Spawn a cube to scale.
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(shape::Cube { size: 1.0 }),
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material: materials.add(Color::WHITE),
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transform: Transform::from_rotation(Quat::from_rotation_y(PI / 4.0)),
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..default()
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},
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Scaling::new(),
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));
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// Spawn a camera looking at the entities to show what's happening in this example.
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Add a light source for better 3d visibility.
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 150_000.0,
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..default()
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},
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transform: Transform::from_translation(Vec3::ONE * 3.0),
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..default()
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});
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}
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// This system will check if a scaled entity went above or below the entities scaling bounds
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// and change the direction of the scaling vector.
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fn change_scale_direction(mut cubes: Query<(&mut Transform, &mut Scaling)>) {
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for (mut transform, mut cube) in &mut cubes {
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// If an entity scaled beyond the maximum of its size in any dimension
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// the scaling vector is flipped so the scaling is gradually reverted.
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// Additionally, to ensure the condition does not trigger again we floor the elements to
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// their next full value, which should be max_element_size at max.
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if transform.scale.max_element() > cube.max_element_size {
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cube.scale_direction *= -1.0;
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transform.scale = transform.scale.floor();
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}
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// If an entity scaled beyond the minimum of its size in any dimension
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// the scaling vector is also flipped.
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// Additionally the Values are ceiled to be min_element_size at least
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// and the scale direction is flipped.
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// This way the entity will change the dimension in which it is scaled any time it
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// reaches its min_element_size.
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if transform.scale.min_element() < cube.min_element_size {
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cube.scale_direction *= -1.0;
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transform.scale = transform.scale.ceil();
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cube.scale_direction = cube.scale_direction.zxy();
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}
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}
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}
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// This system will scale any entity with assigned Scaling in each direction
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// by cycling through the directions to scale.
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fn scale_cube(mut cubes: Query<(&mut Transform, &Scaling)>, timer: Res<Time>) {
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for (mut transform, cube) in &mut cubes {
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transform.scale += cube.scale_direction * cube.scale_speed * timer.delta_seconds();
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}
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}
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