bevy/examples/ecs/iter_combinations.rs
JMS55 fcd7c0fc3d
Exposure settings (adopted) (#11347)
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>
2024-01-16 14:53:21 +00:00

182 lines
5.5 KiB
Rust

//! Shows how to iterate over combinations of query results.
use bevy::{pbr::AmbientLight, prelude::*};
use rand::{rngs::StdRng, Rng, SeedableRng};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(AmbientLight {
brightness: 0.03,
..default()
})
.insert_resource(ClearColor(Color::BLACK))
.add_systems(Startup, generate_bodies)
.add_systems(FixedUpdate, (interact_bodies, integrate))
.add_systems(Update, look_at_star)
.run();
}
const GRAVITY_CONSTANT: f32 = 0.001;
const NUM_BODIES: usize = 100;
#[derive(Component, Default)]
struct Mass(f32);
#[derive(Component, Default)]
struct Acceleration(Vec3);
#[derive(Component, Default)]
struct LastPos(Vec3);
#[derive(Component)]
struct Star;
#[derive(Bundle, Default)]
struct BodyBundle {
pbr: PbrBundle,
mass: Mass,
last_pos: LastPos,
acceleration: Acceleration,
}
fn generate_bodies(
time: Res<Time>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let mesh = meshes.add(
Mesh::try_from(shape::Icosphere {
radius: 1.0,
subdivisions: 3,
})
.unwrap(),
);
let color_range = 0.5..1.0;
let vel_range = -0.5..0.5;
let mut rng = StdRng::seed_from_u64(19878367467713);
for _ in 0..NUM_BODIES {
let radius: f32 = rng.gen_range(0.1..0.7);
let mass_value = radius.powi(3) * 10.;
let position = Vec3::new(
rng.gen_range(-1.0..1.0),
rng.gen_range(-1.0..1.0),
rng.gen_range(-1.0..1.0),
)
.normalize()
* rng.gen_range(0.2f32..1.0).cbrt()
* 15.;
commands.spawn(BodyBundle {
pbr: PbrBundle {
transform: Transform {
translation: position,
scale: Vec3::splat(radius),
..default()
},
mesh: mesh.clone(),
material: materials.add(Color::rgb(
rng.gen_range(color_range.clone()),
rng.gen_range(color_range.clone()),
rng.gen_range(color_range.clone()),
)),
..default()
},
mass: Mass(mass_value),
acceleration: Acceleration(Vec3::ZERO),
last_pos: LastPos(
position
- Vec3::new(
rng.gen_range(vel_range.clone()),
rng.gen_range(vel_range.clone()),
rng.gen_range(vel_range.clone()),
) * time.delta_seconds(),
),
});
}
// add bigger "star" body in the center
let star_radius = 1.;
commands
.spawn((
BodyBundle {
pbr: PbrBundle {
transform: Transform::from_scale(Vec3::splat(star_radius)),
mesh: meshes.add(
Mesh::try_from(shape::Icosphere {
radius: 1.0,
subdivisions: 5,
})
.unwrap(),
),
material: materials.add(StandardMaterial {
base_color: Color::ORANGE_RED,
emissive: (Color::ORANGE_RED * 18.),
..default()
}),
..default()
},
mass: Mass(500.0),
..default()
},
Star,
))
.with_children(|p| {
p.spawn(PointLightBundle {
point_light: PointLight {
color: Color::WHITE,
intensity: 100_000.0,
range: 100.0,
radius: star_radius,
..default()
},
..default()
});
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 10.5, -30.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
fn interact_bodies(mut query: Query<(&Mass, &GlobalTransform, &mut Acceleration)>) {
let mut iter = query.iter_combinations_mut();
while let Some([(Mass(m1), transform1, mut acc1), (Mass(m2), transform2, mut acc2)]) =
iter.fetch_next()
{
let delta = transform2.translation() - transform1.translation();
let distance_sq: f32 = delta.length_squared();
let f = GRAVITY_CONSTANT / distance_sq;
let force_unit_mass = delta * f;
acc1.0 += force_unit_mass * *m2;
acc2.0 -= force_unit_mass * *m1;
}
}
fn integrate(time: Res<Time>, mut query: Query<(&mut Acceleration, &mut Transform, &mut LastPos)>) {
let dt_sq = time.delta_seconds() * time.delta_seconds();
for (mut acceleration, mut transform, mut last_pos) in &mut query {
// verlet integration
// x(t+dt) = 2x(t) - x(t-dt) + a(t)dt^2 + O(dt^4)
let new_pos = transform.translation * 2.0 - last_pos.0 + acceleration.0 * dt_sq;
acceleration.0 = Vec3::ZERO;
last_pos.0 = transform.translation;
transform.translation = new_pos;
}
}
fn look_at_star(
mut camera: Query<&mut Transform, (With<Camera>, Without<Star>)>,
star: Query<&Transform, With<Star>>,
) {
let mut camera = camera.single_mut();
let star = star.single();
let new_rotation = camera
.looking_at(star.translation, Vec3::Y)
.rotation
.lerp(camera.rotation, 0.1);
camera.rotation = new_rotation;
}