I was putting together the Bevy 0.6 release blog post and wanted a simple area light radius example, so here we are :) 
		
			
				
	
	
		
			74 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::prelude::*;
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fn main() {
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    App::new()
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        .insert_resource(ClearColor(Color::BLACK))
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        .add_plugins(DefaultPlugins)
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        .add_startup_system(setup)
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        .run();
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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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    // camera
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    commands.spawn_bundle(PerspectiveCameraBundle {
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        transform: Transform::from_xyz(1.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..Default::default()
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    });
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    // plane
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    commands.spawn_bundle(PbrBundle {
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        mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })),
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        material: materials.add(StandardMaterial {
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            base_color: Color::rgb(0.2, 0.2, 0.2),
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            perceptual_roughness: 0.08,
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            ..Default::default()
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        }),
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        ..Default::default()
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    });
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    const COUNT: usize = 6;
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    let position_range = -4.0..4.0;
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    let radius_range = 0.0..0.8;
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    let pos_len = position_range.end - position_range.start;
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    let radius_len = radius_range.end - radius_range.start;
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    let mesh = meshes.add(Mesh::from(shape::UVSphere {
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        sectors: 128,
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        stacks: 64,
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        ..Default::default()
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    }));
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    for i in 0..COUNT {
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        let percent = i as f32 / COUNT as f32;
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        let radius = radius_range.start + percent * radius_len;
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        // sphere light
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        commands
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            .spawn_bundle(PbrBundle {
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                mesh: mesh.clone(),
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                material: materials.add(StandardMaterial {
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                    base_color: Color::rgb(0.5, 0.5, 1.0),
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                    unlit: true,
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                    ..Default::default()
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                }),
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                transform: Transform::from_xyz(position_range.start + percent * pos_len, 0.6, 0.0)
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                    .with_scale(Vec3::splat(radius)),
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                ..Default::default()
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            })
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            .with_children(|children| {
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                children.spawn_bundle(PointLightBundle {
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                    point_light: PointLight {
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                        intensity: 1500.0,
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                        radius,
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                        color: Color::rgb(0.2, 0.2, 1.0),
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                        ..Default::default()
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                    },
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                    ..Default::default()
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                });
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            });
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    }
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}
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