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# 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.
40 lines
1.4 KiB
Rust
40 lines
1.4 KiB
Rust
//! Hot reloading allows you to modify assets files to be immediately reloaded while your game is
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//! running. This lets you immediately see the results of your changes without restarting the game.
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//! This example illustrates hot reloading mesh changes.
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//!
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//! Note that hot asset reloading requires the [`AssetWatcher`](bevy::asset::io::AssetWatcher) to be enabled
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//! for your current platform. For desktop platforms, enable the `file_watcher` cargo feature.
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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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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Load our mesh:
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let scene_handle =
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf"));
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// Any changes to the mesh will be reloaded automatically! Try making a change to torus.gltf.
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// You should see the changes immediately show up in your app.
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// mesh
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commands.spawn(SceneBundle {
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scene: scene_handle,
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..default()
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});
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// light
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_xyz(4.0, 5.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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