bevy/examples/transforms/transform.rs
Doonv dc9b486650
Change light defaults & fix light examples (#11581)
# 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`
2024-02-14 20:43:10 +00:00

157 lines
5.9 KiB
Rust

//! Shows multiple transformations of objects.
use std::f32::consts::PI;
use bevy::prelude::*;
// A struct for additional data of for a moving cube.
#[derive(Component)]
struct CubeState {
start_pos: Vec3,
move_speed: f32,
turn_speed: f32,
}
// A struct adding information to a scalable entity,
// that will be stationary at the center of the scene.
#[derive(Component)]
struct Center {
max_size: f32,
min_size: f32,
scale_factor: f32,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
move_cube,
rotate_cube,
scale_down_sphere_proportional_to_cube_travel_distance,
)
.chain(),
)
.run();
}
// Startup system to setup the scene and spawn all relevant entities.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Add an object (sphere) for visualizing scaling.
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::new(3.0).mesh().ico(32).unwrap()),
material: materials.add(Color::YELLOW),
transform: Transform::from_translation(Vec3::ZERO),
..default()
},
Center {
max_size: 1.0,
min_size: 0.1,
scale_factor: 0.05,
},
));
// Add the cube to visualize rotation and translation.
// This cube will circle around the center_sphere
// by changing its rotation each frame and moving forward.
// Define a start transform for an orbiting cube, that's away from our central object (sphere)
// and rotate it so it will be able to move around the sphere and not towards it.
let cube_spawn =
Transform::from_translation(Vec3::Z * -10.0).with_rotation(Quat::from_rotation_y(PI / 2.));
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::WHITE),
transform: cube_spawn,
..default()
},
CubeState {
start_pos: cube_spawn.translation,
move_speed: 2.0,
turn_speed: 0.2,
},
));
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Add a light source for better 3d visibility.
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
// This system will move the cube forward.
fn move_cube(mut cubes: Query<(&mut Transform, &mut CubeState)>, timer: Res<Time>) {
for (mut transform, cube) in &mut cubes {
// Move the cube forward smoothly at a given move_speed.
let forward = transform.forward();
transform.translation += forward * cube.move_speed * timer.delta_seconds();
}
}
// This system will rotate the cube slightly towards the center_sphere.
// Due to the forward movement the resulting movement
// will be a circular motion around the center_sphere.
fn rotate_cube(
mut cubes: Query<(&mut Transform, &mut CubeState), Without<Center>>,
center_spheres: Query<&Transform, With<Center>>,
timer: Res<Time>,
) {
// Calculate the point to circle around. (The position of the center_sphere)
let mut center: Vec3 = Vec3::ZERO;
for sphere in &center_spheres {
center += sphere.translation;
}
// Update the rotation of the cube(s).
for (mut transform, cube) in &mut cubes {
// Calculate the rotation of the cube if it would be looking at the sphere in the center.
let look_at_sphere = transform.looking_at(center, *transform.local_y());
// Interpolate between the current rotation and the fully turned rotation
// when looking a the sphere, with a given turn speed to get a smooth motion.
// With higher speed the curvature of the orbit would be smaller.
let incremental_turn_weight = cube.turn_speed * timer.delta_seconds();
let old_rotation = transform.rotation;
transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight);
}
}
// This system will scale down the sphere in the center of the scene
// according to the traveling distance of the orbiting cube(s) from their start position(s).
fn scale_down_sphere_proportional_to_cube_travel_distance(
cubes: Query<(&Transform, &CubeState), Without<Center>>,
mut centers: Query<(&mut Transform, &Center)>,
) {
// First we need to calculate the length of between
// the current position of the orbiting cube and the spawn position.
let mut distances = 0.0;
for (cube_transform, cube_state) in &cubes {
distances += (cube_state.start_pos - cube_transform.translation).length();
}
// Now we use the calculated value to scale the sphere in the center accordingly.
for (mut transform, center) in &mut centers {
// Calculate the new size from the calculated distances and the centers scale_factor.
// Since we want to have the sphere at its max_size at the cubes spawn location we start by
// using the max_size as start value and subtract the distances scaled by a scaling factor.
let mut new_size: f32 = center.max_size - center.scale_factor * distances;
// The new size should also not be smaller than the centers min_size.
// Therefore the max value out of (new_size, center.min_size) is used.
new_size = new_size.max(center.min_size);
// Now scale the sphere uniformly in all directions using new_size.
// Here Vec3:splat is used to create a vector with new_size in x, y and z direction.
transform.scale = Vec3::splat(new_size);
}
}