bevy/examples/3d/spotlight.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00

204 lines
5.9 KiB
Rust

//! Illustrates spot lights.
use std::f32::consts::*;
use bevy::{
color::palettes::basic::{MAROON, RED},
math::ops,
pbr::NotShadowCaster,
prelude::*,
};
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
const INSTRUCTIONS: &str = "\
Controls
--------
Horizontal Movement: WASD
Vertical Movement: Space and Shift
Rotate Camera: Left and Right Arrows";
fn main() {
App::new()
.insert_resource(AmbientLight {
brightness: 20.0,
..default()
})
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (light_sway, movement, rotation))
.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((
Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
MeshMaterial3d(materials.add(Color::WHITE)),
Movable,
));
// cubes
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
let blue = materials.add(Color::srgb_u8(124, 144, 255));
commands.spawn_batch(
std::iter::repeat_with(move || {
let x = rng.gen_range(-5.0..5.0);
let y = rng.gen_range(0.0..3.0);
let z = rng.gen_range(-5.0..5.0);
(
Mesh3d(cube_mesh.clone()),
MeshMaterial3d(blue.clone()),
Transform::from_xyz(x, y, z),
Movable,
)
})
.take(40),
);
let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18));
let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18));
let red_emissive = materials.add(StandardMaterial {
base_color: RED.into(),
emissive: LinearRgba::new(1.0, 0.0, 0.0, 0.0),
..default()
});
let maroon_emissive = materials.add(StandardMaterial {
base_color: MAROON.into(),
emissive: LinearRgba::new(0.369, 0.0, 0.0, 0.0),
..default()
});
for x in 0..4 {
for z in 0..4 {
let x = x as f32 - 2.0;
let z = z as f32 - 2.0;
// red spot_light
commands
.spawn((
SpotLight {
intensity: 40_000.0, // lumens
color: Color::WHITE,
shadows_enabled: true,
inner_angle: PI / 4.0 * 0.85,
outer_angle: PI / 4.0,
..default()
},
Transform::from_xyz(1.0 + x, 2.0, z)
.looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
))
.with_children(|builder| {
builder.spawn((
Mesh3d(sphere_mesh.clone()),
MeshMaterial3d(red_emissive.clone()),
));
builder.spawn((
Mesh3d(sphere_mesh_direction.clone()),
MeshMaterial3d(maroon_emissive.clone()),
Transform::from_translation(Vec3::Z * -0.1),
NotShadowCaster,
));
});
}
}
// camera
commands.spawn((
Camera3d::default(),
Camera {
hdr: true,
..default()
},
Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Text::new(INSTRUCTIONS),
Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
for (mut transform, mut angles) in query.iter_mut() {
transform.rotation = Quat::from_euler(
EulerRot::XYZ,
-FRAC_PI_2 + ops::sin(time.elapsed_seconds() * 0.67 * 3.0) * 0.5,
ops::sin(time.elapsed_seconds() * 3.0) * 0.5,
0.0,
);
let angle = (ops::sin(time.elapsed_seconds() * 1.2) + 1.0) * (FRAC_PI_4 - 0.1);
angles.inner_angle = angle * 0.8;
angles.outer_angle = angle;
}
}
fn movement(
input: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut query: Query<&mut Transform, With<Movable>>,
) {
// Calculate translation to move the cubes and ground plane
let mut translation = Vec3::ZERO;
// Horizontal forward and backward movement
if input.pressed(KeyCode::KeyW) {
translation.z += 1.0;
} else if input.pressed(KeyCode::KeyS) {
translation.z -= 1.0;
}
// Horizontal left and right movement
if input.pressed(KeyCode::KeyA) {
translation.x += 1.0;
} else if input.pressed(KeyCode::KeyD) {
translation.x -= 1.0;
}
// Vertical movement
if input.pressed(KeyCode::ShiftLeft) {
translation.y += 1.0;
} else if input.pressed(KeyCode::Space) {
translation.y -= 1.0;
}
translation *= 2.0 * time.delta_seconds();
// Apply translation
for mut transform in &mut query {
transform.translation += translation;
}
}
fn rotation(
mut query: Query<&mut Transform, With<Camera>>,
input: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
let mut transform = query.single_mut();
let delta = time.delta_seconds();
if input.pressed(KeyCode::ArrowLeft) {
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(delta));
} else if input.pressed(KeyCode::ArrowRight) {
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-delta));
}
}