 d96a9d15f6
			
		
	
	
		d96a9d15f6
		
			
		
	
	
	
	
		
			
			# Objective - closes #15866 ## Solution - Simply migrate where possible. ## Testing - Expect that CI will do most of the work. Examples is another way of testing this, as most of the work is in that area. --- ## Notes For now, this PR doesn't migrate `QueryState::single` and friends as for now, this look like another issue. So for example, QueryBuilders that used single or `World::query` that used single wasn't migrated. If there is a easy way to migrate those, please let me know. Most of the uses of `Query::single` were removed, the only other uses that I found was related to tests of said methods, so will probably be removed when we remove `Query::single`.
		
			
				
	
	
		
			323 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			323 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates different lights of various types and colors, some static, some moving over
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| //! a simple scene.
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{
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|     color::palettes::css::*,
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|     pbr::CascadeShadowConfigBuilder,
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|     prelude::*,
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|     render::camera::{Exposure, PhysicalCameraParameters},
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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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|         .insert_resource(Parameters(PhysicalCameraParameters {
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|             aperture_f_stops: 1.0,
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|             shutter_speed_s: 1.0 / 125.0,
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|             sensitivity_iso: 100.0,
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|             sensor_height: 0.01866,
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|         }))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (update_exposure, movement, animate_light_direction))
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|         .run();
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| }
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| 
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| #[derive(Resource, Default, Deref, DerefMut)]
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| struct Parameters(PhysicalCameraParameters);
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| 
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| #[derive(Component)]
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| struct Movable;
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| 
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| /// set up a simple 3D scene
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| fn setup(
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|     parameters: Res<Parameters>,
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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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|     asset_server: Res<AssetServer>,
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| ) {
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|     // ground plane
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|     commands.spawn((
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|         Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: Color::WHITE,
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|             perceptual_roughness: 1.0,
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|             ..default()
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|         })),
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|     ));
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| 
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|     // left wall
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|     let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
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|     transform.rotate_z(PI / 2.);
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: INDIGO.into(),
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|             perceptual_roughness: 1.0,
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|             ..default()
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|         })),
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|         transform,
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|     ));
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|     // back (right) wall
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|     let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
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|     transform.rotate_x(PI / 2.);
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: INDIGO.into(),
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|             perceptual_roughness: 1.0,
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|             ..default()
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|         })),
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|         transform,
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|     ));
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| 
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|     // Bevy logo to demonstrate alpha mask shadows
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|     let mut transform = Transform::from_xyz(-2.2, 0.5, 1.0);
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|     transform.rotate_y(PI / 8.);
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|     commands.spawn((
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|         Mesh3d(meshes.add(Rectangle::new(2.0, 0.5))),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color_texture: Some(asset_server.load("branding/bevy_logo_light.png")),
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|             perceptual_roughness: 1.0,
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|             alpha_mode: AlphaMode::Mask(0.5),
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|             cull_mode: None,
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|             ..default()
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|         })),
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|         transform,
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|         Movable,
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|     ));
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| 
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|     // cube
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::default())),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: DEEP_PINK.into(),
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|             ..default()
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|         })),
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|         Transform::from_xyz(0.0, 0.5, 0.0),
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|         Movable,
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|     ));
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|     // sphere
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|     commands.spawn((
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|         Mesh3d(meshes.add(Sphere::new(0.5).mesh().uv(32, 18))),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: LIMEGREEN.into(),
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|             ..default()
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|         })),
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|         Transform::from_xyz(1.5, 1.0, 1.5),
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|         Movable,
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|     ));
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| 
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|     // ambient light
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|     commands.insert_resource(AmbientLight {
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|         color: ORANGE_RED.into(),
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|         brightness: 0.02,
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|     });
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| 
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|     // red point light
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|     commands
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|         .spawn((
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|             PointLight {
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|                 intensity: 100_000.0,
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|                 color: RED.into(),
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|                 shadows_enabled: true,
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|                 ..default()
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|             },
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|             Transform::from_xyz(1.0, 2.0, 0.0),
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|         ))
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|         .with_children(|builder| {
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|             builder.spawn((
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|                 Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))),
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|                 MeshMaterial3d(materials.add(StandardMaterial {
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|                     base_color: RED.into(),
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|                     emissive: LinearRgba::new(4.0, 0.0, 0.0, 0.0),
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|                     ..default()
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|                 })),
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|             ));
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|         });
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| 
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|     // green spot light
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|     commands
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|         .spawn((
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|             SpotLight {
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|                 intensity: 100_000.0,
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|                 color: LIME.into(),
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|                 shadows_enabled: true,
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|                 inner_angle: 0.6,
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|                 outer_angle: 0.8,
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|                 ..default()
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|             },
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|             Transform::from_xyz(-1.0, 2.0, 0.0).looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
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|         ))
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|         .with_child((
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|             Mesh3d(meshes.add(Capsule3d::new(0.1, 0.125))),
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|             MeshMaterial3d(materials.add(StandardMaterial {
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|                 base_color: LIME.into(),
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|                 emissive: LinearRgba::new(0.0, 4.0, 0.0, 0.0),
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|                 ..default()
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|             })),
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|             Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
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|         ));
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| 
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|     // blue point light
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|     commands
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|         .spawn((
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|             PointLight {
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|                 intensity: 100_000.0,
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|                 color: BLUE.into(),
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|                 shadows_enabled: true,
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|                 ..default()
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|             },
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|             Transform::from_xyz(0.0, 4.0, 0.0),
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|         ))
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|         .with_children(|builder| {
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|             builder.spawn((
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|                 Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))),
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|                 MeshMaterial3d(materials.add(StandardMaterial {
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|                     base_color: BLUE.into(),
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|                     emissive: LinearRgba::new(0.0, 0.0, 713.0, 0.0),
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|                     ..default()
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|                 })),
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|             ));
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|         });
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| 
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|     // directional 'sun' light
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|     commands.spawn((
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|         DirectionalLight {
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|             illuminance: light_consts::lux::OVERCAST_DAY,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Transform {
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|             translation: Vec3::new(0.0, 2.0, 0.0),
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|             rotation: Quat::from_rotation_x(-PI / 4.),
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|             ..default()
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|         },
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|         // The default cascade config is designed to handle large scenes.
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|         // As this example has a much smaller world, we can tighten the shadow
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|         // bounds for better visual quality.
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|         CascadeShadowConfigBuilder {
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|             first_cascade_far_bound: 4.0,
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|             maximum_distance: 10.0,
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|             ..default()
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|         }
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|         .build(),
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|     ));
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| 
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|     // example instructions
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| 
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|     commands
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|         .spawn((
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|             Text::default(),
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|             Style {
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|                 position_type: PositionType::Absolute,
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|                 top: Val::Px(12.0),
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|                 left: Val::Px(12.0),
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|                 ..default()
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|             },
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|         ))
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|         .with_children(|p| {
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|             p.spawn(TextSpan(format!(
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|                 "Aperture: f/{:.0}\n",
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|                 parameters.aperture_f_stops,
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|             )));
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|             p.spawn(TextSpan(format!(
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|                 "Shutter speed: 1/{:.0}s\n",
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|                 1.0 / parameters.shutter_speed_s
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|             )));
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|             p.spawn(TextSpan(format!(
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|                 "Sensitivity: ISO {:.0}\n",
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|                 parameters.sensitivity_iso
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|             )));
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|             p.spawn(TextSpan::new("\n\n"));
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|             p.spawn(TextSpan::new("Controls\n"));
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|             p.spawn(TextSpan::new("---------------\n"));
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|             p.spawn(TextSpan::new("Arrow keys - Move objects\n"));
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|             p.spawn(TextSpan::new("1/2 - Decrease/Increase aperture\n"));
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|             p.spawn(TextSpan::new("Arrow keys - Move objects\n"));
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|             p.spawn(TextSpan::new("3/4 - Decrease/Increase shutter speed\n"));
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|             p.spawn(TextSpan::new("5/6 - Decrease/Increase sensitivity\n"));
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|             p.spawn(TextSpan::new("R - Reset exposure"));
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|         });
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| 
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|     // camera
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|     commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         Exposure::from_physical_camera(**parameters),
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|     ));
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| }
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| 
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| fn update_exposure(
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|     key_input: Res<ButtonInput<KeyCode>>,
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|     mut parameters: ResMut<Parameters>,
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|     mut exposure: Single<&mut Exposure>,
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|     text: Single<Entity, With<Text>>,
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|     mut writer: UiTextWriter,
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| ) {
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|     // TODO: Clamp values to a reasonable range
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|     let entity = *text;
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|     if key_input.just_pressed(KeyCode::Digit2) {
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|         parameters.aperture_f_stops *= 2.0;
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|     } else if key_input.just_pressed(KeyCode::Digit1) {
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|         parameters.aperture_f_stops *= 0.5;
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|     }
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|     if key_input.just_pressed(KeyCode::Digit4) {
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|         parameters.shutter_speed_s *= 2.0;
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|     } else if key_input.just_pressed(KeyCode::Digit3) {
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|         parameters.shutter_speed_s *= 0.5;
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|     }
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|     if key_input.just_pressed(KeyCode::Digit6) {
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|         parameters.sensitivity_iso += 100.0;
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|     } else if key_input.just_pressed(KeyCode::Digit5) {
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|         parameters.sensitivity_iso -= 100.0;
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|     }
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|     if key_input.just_pressed(KeyCode::KeyR) {
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|         *parameters = Parameters::default();
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|     }
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| 
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|     *writer.text(entity, 1) = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops);
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|     *writer.text(entity, 2) = format!(
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|         "Shutter speed: 1/{:.0}s\n",
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|         1.0 / parameters.shutter_speed_s
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|     );
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|     *writer.text(entity, 3) = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso);
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| 
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|     **exposure = Exposure::from_physical_camera(**parameters);
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| }
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| 
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| fn animate_light_direction(
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|     time: Res<Time>,
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|     mut query: Query<&mut Transform, With<DirectionalLight>>,
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| ) {
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|     for mut transform in &mut query {
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|         transform.rotate_y(time.delta_seconds() * 0.5);
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|     }
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| }
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| 
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| fn movement(
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|     input: Res<ButtonInput<KeyCode>>,
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|     time: Res<Time>,
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|     mut query: Query<&mut Transform, With<Movable>>,
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| ) {
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|     for mut transform in &mut query {
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|         let mut direction = Vec3::ZERO;
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|         if input.pressed(KeyCode::ArrowUp) {
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|             direction.y += 1.0;
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|         }
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|         if input.pressed(KeyCode::ArrowDown) {
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|             direction.y -= 1.0;
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|         }
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|         if input.pressed(KeyCode::ArrowLeft) {
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|             direction.x -= 1.0;
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|         }
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|         if input.pressed(KeyCode::ArrowRight) {
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|             direction.x += 1.0;
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|         }
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| 
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|         transform.translation += time.delta_seconds() * 2.0 * direction;
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|     }
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| }
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