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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>
		
			
				
	
	
		
			79 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			79 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates how to move an object along an axis.
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| 
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| use bevy::prelude::*;
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| 
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| // Define a struct to keep some information about our entity.
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| // Here it's an arbitrary movement speed, the spawn location, and a maximum distance from it.
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| #[derive(Component)]
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| struct Movable {
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|     spawn: Vec3,
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|     max_distance: f32,
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|     speed: f32,
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| }
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| 
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| // Implement a utility function for easier Movable struct creation.
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| impl Movable {
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|     fn new(spawn: Vec3) -> Self {
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|         Movable {
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|             spawn,
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|             max_distance: 5.0,
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|             speed: 2.0,
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|         }
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|     }
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| }
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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, move_cube)
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|         .run();
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| }
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| 
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| // Startup system to setup the scene and spawn all relevant entities.
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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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|     // Add a cube to visualize translation.
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|     let entity_spawn = Vec3::ZERO;
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(shape::Cube { size: 1.0 }),
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|             material: materials.add(Color::WHITE),
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|             transform: Transform::from_translation(entity_spawn),
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|             ..default()
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|         },
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|         Movable::new(entity_spawn),
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|     ));
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| 
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|     // Spawn a camera looking at the entities to show what's happening in this example.
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(entity_spawn, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Add a light source for better 3d visibility.
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|     commands.spawn(PointLightBundle {
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|         point_light: PointLight {
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|             intensity: 150_000.0,
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|             ..default()
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|         },
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|         transform: Transform::from_translation(Vec3::ONE * 3.0),
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|         ..default()
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|     });
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| }
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| 
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| // This system will move all Movable entities with a Transform
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| fn move_cube(mut cubes: Query<(&mut Transform, &mut Movable)>, timer: Res<Time>) {
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|     for (mut transform, mut cube) in &mut cubes {
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|         // Check if the entity moved too far from its spawn, if so invert the moving direction.
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|         if (cube.spawn - transform.translation).length() > cube.max_distance {
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|             cube.speed *= -1.0;
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|         }
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|         let direction = transform.local_x();
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|         transform.translation += direction * cube.speed * timer.delta_seconds();
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|     }
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| }
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