mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
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.
95 lines
3.2 KiB
Rust
95 lines
3.2 KiB
Rust
//! This example demonstrates how to query a [`StandardMaterial`] within a glTF scene.
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//! It is particularly useful for glTF scenes with a mesh that consists of multiple primitives.
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use std::f32::consts::PI;
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use bevy::{
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gltf::GltfMaterialName,
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pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
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prelude::*,
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render::mesh::VertexAttributeValues,
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};
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fn main() {
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App::new()
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.insert_resource(DirectionalLightShadowMap { size: 4096 })
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, find_top_material_and_mesh)
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.run();
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}
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fn find_top_material_and_mesh(
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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time: Res<Time>,
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mat_query: Query<(&Handle<StandardMaterial>, &Handle<Mesh>, &GltfMaterialName)>,
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) {
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for (mat_handle, mesh_handle, name) in mat_query.iter() {
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// locate a material by material name
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if name.0 == "Top" {
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if let Some(material) = materials.get_mut(mat_handle) {
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if let Color::Hsla(ref mut hsla) = material.base_color {
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*hsla = hsla.rotate_hue(time.delta_seconds() * 100.0);
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} else {
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material.base_color = Color::from(Hsla::hsl(0.0, 0.8, 0.5));
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}
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}
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if let Some(mesh) = meshes.get_mut(mesh_handle) {
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if let Some(VertexAttributeValues::Float32x3(positions)) =
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mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION)
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{
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positions[0] = (
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ops::sin(2.0 * PI * time.elapsed_seconds()),
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positions[0][1],
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positions[0][2],
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)
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.into();
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}
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}
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}
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}
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(0.6, 1.6, 11.3)
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.looking_at(Vec3::new(0.0, 0.0, 3.0), Vec3::Y),
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..default()
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},
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 500.0,
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rotation: Quat::IDENTITY,
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},
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));
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commands.spawn((
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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// This is a relatively small scene, so use tighter shadow
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// cascade bounds than the default for better quality.
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// We also adjusted the shadow map to be larger since we're
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// only using a single cascade.
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CascadeShadowConfigBuilder {
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num_cascades: 1,
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maximum_distance: 1.6,
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..default()
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}
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.build(),
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));
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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/GltfPrimitives/gltf_primitives.glb")),
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transform: Transform {
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rotation: Quat::from_rotation_y(-90.0 / 180.0 * PI),
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..default()
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},
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..default()
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});
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}
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