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			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>
		
			
				
	
	
		
			77 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			77 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example demonstrates how to use the `Camera::viewport_to_world` method.
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| 
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| use bevy::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, draw_cursor)
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|         .run();
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| }
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| 
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| fn draw_cursor(
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|     camera_query: Query<(&Camera, &GlobalTransform)>,
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|     ground_query: Query<&GlobalTransform, With<Ground>>,
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|     windows: Query<&Window>,
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|     mut gizmos: Gizmos,
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| ) {
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|     let (camera, camera_transform) = camera_query.single();
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|     let ground = ground_query.single();
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| 
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|     let Some(cursor_position) = windows.single().cursor_position() else {
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|         return;
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|     };
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| 
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|     // Calculate a ray pointing from the camera into the world based on the cursor's position.
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|     let Some(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
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|         return;
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|     };
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| 
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|     // Calculate if and where the ray is hitting the ground plane.
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|     let Some(distance) =
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|         ray.intersect_plane(ground.translation(), primitives::Plane3d::new(ground.up()))
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|     else {
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|         return;
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|     };
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|     let point = ray.get_point(distance);
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| 
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|     // Draw a circle just above the ground plane at that position.
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|     gizmos.circle(point + ground.up() * 0.01, ground.up(), 0.2, Color::WHITE);
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| }
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| 
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| #[derive(Component)]
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| struct Ground;
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| 
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     // plane
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(shape::Plane::from_size(20.)),
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|             material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
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|             ..default()
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|         },
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|         Ground,
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|     ));
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| 
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|     // light
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|     commands.spawn(DirectionalLightBundle {
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|         transform: Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y),
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|         directional_light: DirectionalLight {
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|             illuminance: 2000.0,
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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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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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