mirror of
https://github.com/bevyengine/bevy
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dc9b486650
# Objective Fix https://github.com/bevyengine/bevy/issues/11577. ## Solution Fix the examples, add a few constants to make setting light values easier, and change the default lighting settings to be more realistic. (Now designed for an overcast day instead of an indoor environment) --- I did not include any example-related changes in here. ## Changelogs (not including breaking changes) ### bevy_pbr - Added `light_consts` module (included in prelude), which contains common lux and lumen values for lights. - Added `AmbientLight::NONE` constant, which is an ambient light with a brightness of 0. - Added non-EV100 variants for `ExposureSettings`'s EV100 constants, which allow easier construction of an `ExposureSettings` from a EV100 constant. ## Breaking changes ### bevy_pbr The several default lighting values were changed: - `PointLight`'s default `intensity` is now `2000.0` - `SpotLight`'s default `intensity` is now `2000.0` - `DirectionalLight`'s default `illuminance` is now `light_consts::lux::OVERCAST_DAY` (`1000.`) - `AmbientLight`'s default `brightness` is now `20.0`
135 lines
4 KiB
Rust
135 lines
4 KiB
Rust
//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
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use bevy::prelude::*;
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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, update_positions)
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.add_systems(Update, update_listener)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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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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// Space between the two ears
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let gap = 4.0;
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// sound emitter
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Sphere::new(0.2).mesh().uv(32, 18)),
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material: materials.add(Color::BLUE),
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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..default()
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},
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Emitter::default(),
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AudioBundle {
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source: asset_server.load("sounds/Windless Slopes.ogg"),
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settings: PlaybackSettings::LOOP.with_spatial(true),
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},
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));
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let listener = SpatialListener::new(gap);
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commands
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.spawn((SpatialBundle::default(), listener.clone()))
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.with_children(|parent| {
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// left ear indicator
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parent.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(0.2, 0.2, 0.2)),
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material: materials.add(Color::RED),
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transform: Transform::from_translation(listener.left_ear_offset),
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..default()
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});
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// right ear indicator
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parent.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(0.2, 0.2, 0.2)),
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material: materials.add(Color::GREEN),
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transform: Transform::from_translation(listener.right_ear_offset),
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..default()
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});
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});
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// light
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// example instructions
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commands.spawn(
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TextBundle::from_section(
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"Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement",
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TextStyle {
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font_size: 20.0,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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#[derive(Component, Default)]
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struct Emitter {
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stopped: bool,
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}
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fn update_positions(
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time: Res<Time>,
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mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
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keyboard: Res<ButtonInput<KeyCode>>,
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) {
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for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
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if keyboard.just_pressed(KeyCode::Space) {
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emitter.stopped = !emitter.stopped;
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}
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if !emitter.stopped {
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emitter_transform.translation.x = time.elapsed_seconds().sin() * 3.0;
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emitter_transform.translation.z = time.elapsed_seconds().cos() * 3.0;
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}
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}
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}
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fn update_listener(
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keyboard: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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mut listeners: Query<&mut Transform, With<SpatialListener>>,
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) {
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let mut transform = listeners.single_mut();
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let speed = 2.;
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if keyboard.pressed(KeyCode::ArrowRight) {
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transform.translation.x += speed * time.delta_seconds();
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}
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if keyboard.pressed(KeyCode::ArrowLeft) {
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transform.translation.x -= speed * time.delta_seconds();
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}
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if keyboard.pressed(KeyCode::ArrowDown) {
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transform.translation.z += speed * time.delta_seconds();
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}
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if keyboard.pressed(KeyCode::ArrowUp) {
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transform.translation.z -= speed * time.delta_seconds();
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}
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}
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