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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>
		
			
				
	
	
		
			72 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			72 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates how to create parent-child relationships between entities and how parent transforms
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| //! are propagated to their descendants.
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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, rotator_system)
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|         .run();
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| }
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| 
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| /// this component indicates what entities should rotate
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| #[derive(Component)]
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| struct Rotator;
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| 
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| /// rotates the parent, which will result in the child also rotating
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| fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotator>>) {
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|     for mut transform in &mut query {
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|         transform.rotate_x(3.0 * time.delta_seconds());
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|     }
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| }
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| 
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| /// set up a simple scene with a "parent" cube and a "child" cube
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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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|     let cube_handle = meshes.add(shape::Cube { size: 2.0 });
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|     let cube_material_handle = materials.add(StandardMaterial {
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|         base_color: Color::rgb(0.8, 0.7, 0.6),
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|         ..default()
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|     });
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| 
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|     // parent cube
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|     commands
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|         .spawn((
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|             PbrBundle {
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|                 mesh: cube_handle.clone(),
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|                 material: cube_material_handle.clone(),
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|                 transform: Transform::from_xyz(0.0, 0.0, 1.0),
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|                 ..default()
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|             },
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|             Rotator,
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|         ))
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|         .with_children(|parent| {
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|             // child cube
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|             parent.spawn(PbrBundle {
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|                 mesh: cube_handle,
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|                 material: cube_material_handle,
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|                 transform: Transform::from_xyz(0.0, 0.0, 3.0),
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|                 ..default()
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|             });
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|         });
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|     // light
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|     commands.spawn(PointLightBundle {
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|         transform: Transform::from_xyz(4.0, 5.0, -4.0),
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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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|         ..default()
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|     });
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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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