mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
fcd7c0fc3d
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>
78 lines
2.6 KiB
Rust
78 lines
2.6 KiB
Rust
//! Update a scene from a glTF file, either by spawning the scene as a child of another entity,
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//! or by accessing the entities of the scene.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.insert_resource(bevy_internal::pbr::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, move_scene_entities)
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.run();
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}
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#[derive(Component)]
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struct MovedScene;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_xyz(4.0, 25.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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directional_light: DirectionalLight {
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illuminance: 2000.0,
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(-0.5, 0.9, 1.5)
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.looking_at(Vec3::new(-0.5, 0.3, 0.0), 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: 150.0,
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},
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));
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// Spawn the scene as a child of this entity at the given transform
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commands.spawn(SceneBundle {
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transform: Transform::from_xyz(-1.0, 0.0, 0.0),
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scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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..default()
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});
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// Spawn a second scene, and add a tag component to be able to target it later
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commands.spawn((
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SceneBundle {
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scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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..default()
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},
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MovedScene,
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));
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}
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// This system will move all entities that are descendants of MovedScene (which will be all entities spawned in the scene)
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fn move_scene_entities(
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time: Res<Time>,
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moved_scene: Query<Entity, With<MovedScene>>,
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children: Query<&Children>,
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mut transforms: Query<&mut Transform>,
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) {
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for moved_scene_entity in &moved_scene {
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let mut offset = 0.;
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for entity in children.iter_descendants(moved_scene_entity) {
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if let Ok(mut transform) = transforms.get_mut(entity) {
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transform.translation = Vec3::new(
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offset * time.elapsed_seconds().sin() / 20.,
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0.,
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time.elapsed_seconds().cos() / 20.,
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);
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offset += 0.5;
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}
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}
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}
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}
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