mirror of
https://github.com/bevyengine/bevy
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de888a373d
# Objective Another step in the migration to required components: lights! Note that this does not include `EnvironmentMapLight` or reflection probes yet, because their API hasn't been fully chosen yet. ## Solution As per the [selected proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg): - Deprecate `PointLightBundle` in favor of the `PointLight` component - Deprecate `SpotLightBundle` in favor of the `PointLight` component - Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight` component ## Testing I ran some examples with lights. --- ## Migration Guide `PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have been deprecated. Use the `PointLight`, `SpotLight`, and `DirectionalLight` components instead. Adding them will now insert the other components required by them automatically.
96 lines
2.6 KiB
Rust
96 lines
2.6 KiB
Rust
//! Loads and renders a glTF file as a scene, and list all the different `gltf_extras`.
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use bevy::{
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gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
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prelude::*,
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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, check_for_gltf_extras)
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.run();
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}
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#[derive(Component)]
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struct ExampleDisplay;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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commands.spawn(DirectionalLight {
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shadows_enabled: true,
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..default()
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});
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// a barebones scene containing one of each gltf_extra type
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commands.spawn(SceneBundle {
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scene: asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/extras/gltf_extras.glb")),
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..default()
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});
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// a place to display the extras on screen
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commands.spawn((
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TextBundle::from_section(
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"",
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TextStyle {
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font_size: 15.,
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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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top: 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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ExampleDisplay,
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));
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}
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fn check_for_gltf_extras(
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gltf_extras_per_entity: Query<(
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Entity,
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Option<&Name>,
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Option<&GltfSceneExtras>,
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Option<&GltfExtras>,
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Option<&GltfMeshExtras>,
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Option<&GltfMaterialExtras>,
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)>,
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mut display: Query<&mut Text, With<ExampleDisplay>>,
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) {
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let mut gltf_extra_infos_lines: Vec<String> = vec![];
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for (id, name, scene_extras, extras, mesh_extras, material_extras) in
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gltf_extras_per_entity.iter()
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{
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if scene_extras.is_some()
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|| extras.is_some()
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|| mesh_extras.is_some()
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|| material_extras.is_some()
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{
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let formatted_extras = format!(
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"Extras per entity {} ('Name: {}'):
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- scene extras: {:?}
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- primitive extras: {:?}
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- mesh extras: {:?}
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- material extras: {:?}
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",
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id,
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name.unwrap_or(&Name::default()),
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scene_extras,
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extras,
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mesh_extras,
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material_extras
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);
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gltf_extra_infos_lines.push(formatted_extras);
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}
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let mut display = display.single_mut();
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display.sections[0].value = gltf_extra_infos_lines.join("\n");
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}
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}
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