bevy/examples/movement/smooth_follow.rs
Joona Aalto de888a373d
Migrate lights to required components (#15554)
# Objective

Another step in the migration to required components: lights!

Note that this does not include `EnvironmentMapLight` or reflection
probes yet, because their API hasn't been fully chosen yet.

## Solution

As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg):

- Deprecate `PointLightBundle` in favor of the `PointLight` component
- Deprecate `SpotLightBundle` in favor of the `PointLight` component
- Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight`
component

## Testing

I ran some examples with lights.

---

## Migration Guide

`PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have
been deprecated. Use the `PointLight`, `SpotLight`, and
`DirectionalLight` components instead. Adding them will now insert the
other components required by them automatically.
2024-10-01 03:20:43 +00:00

144 lines
4.3 KiB
Rust

//! This example demonstrates how to use interpolation to make one entity smoothly follow another.
use bevy::{
math::{prelude::*, vec3, NormedVectorSpace},
prelude::*,
};
use rand::SeedableRng;
use rand_chacha::ChaCha8Rng;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (move_target, move_follower).chain())
.run();
}
// The sphere that the following sphere targets at all times:
#[derive(Component)]
struct TargetSphere;
// The speed of the target sphere moving to its next location:
#[derive(Resource)]
struct TargetSphereSpeed(f32);
// The position that the target sphere always moves linearly toward:
#[derive(Resource)]
struct TargetPosition(Vec3);
// The decay rate used by the smooth following:
#[derive(Resource)]
struct DecayRate(f32);
// The sphere that follows the target sphere by moving towards it with nudging:
#[derive(Component)]
struct FollowingSphere;
/// The source of randomness used by this example.
#[derive(Resource)]
struct RandomSource(ChaCha8Rng);
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// A plane:
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(12.0, 12.0)),
material: materials.add(Color::srgb(0.3, 0.15, 0.3)),
transform: Transform::from_xyz(0.0, -2.5, 0.0),
..default()
});
// The target sphere:
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::new(0.3)),
material: materials.add(Color::srgb(0.3, 0.15, 0.9)),
..default()
},
TargetSphere,
));
// The sphere that follows it:
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::new(0.3)),
material: materials.add(Color::srgb(0.9, 0.3, 0.3)),
transform: Transform::from_translation(vec3(0.0, -2.0, 0.0)),
..default()
},
FollowingSphere,
));
// A light:
commands.spawn((
PointLight {
intensity: 15_000_000.0,
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// A camera:
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Set starting values for resources used by the systems:
commands.insert_resource(TargetSphereSpeed(5.0));
commands.insert_resource(DecayRate(2.0));
commands.insert_resource(TargetPosition(Vec3::ZERO));
commands.insert_resource(RandomSource(ChaCha8Rng::seed_from_u64(68941654987813521)));
}
fn move_target(
mut target: Query<&mut Transform, With<TargetSphere>>,
target_speed: Res<TargetSphereSpeed>,
mut target_pos: ResMut<TargetPosition>,
time: Res<Time>,
mut rng: ResMut<RandomSource>,
) {
let mut target = target.single_mut();
match Dir3::new(target_pos.0 - target.translation) {
// The target and the present position of the target sphere are far enough to have a well-
// defined direction between them, so let's move closer:
Ok(dir) => {
let delta_time = time.delta_seconds();
let abs_delta = (target_pos.0 - target.translation).norm();
// Avoid overshooting in case of high values of `delta_time`:
let magnitude = f32::min(abs_delta, delta_time * target_speed.0);
target.translation += dir * magnitude;
}
// The two are really close, so let's generate a new target position:
Err(_) => {
let legal_region = Cuboid::from_size(Vec3::splat(4.0));
*target_pos = TargetPosition(legal_region.sample_interior(&mut rng.0));
}
}
}
fn move_follower(
mut following: Query<&mut Transform, With<FollowingSphere>>,
target: Query<&Transform, (With<TargetSphere>, Without<FollowingSphere>)>,
decay_rate: Res<DecayRate>,
time: Res<Time>,
) {
let target = target.single();
let mut following = following.single_mut();
let decay_rate = decay_rate.0;
let delta_time = time.delta_seconds();
// Calling `smooth_nudge` is what moves the following sphere smoothly toward the target.
following
.translation
.smooth_nudge(&target.translation, decay_rate, delta_time);
}