bevy/examples/transforms/scale.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

99 lines
3.4 KiB
Rust

//! Illustrates how to scale an object in each direction.
use std::f32::consts::PI;
use bevy::prelude::*;
// Define a component to keep information for the scaled object.
#[derive(Component)]
struct Scaling {
scale_direction: Vec3,
scale_speed: f32,
max_element_size: f32,
min_element_size: f32,
}
// Implement a simple initialization.
impl Scaling {
fn new() -> Self {
Scaling {
scale_direction: Vec3::X,
scale_speed: 2.0,
max_element_size: 5.0,
min_element_size: 1.0,
}
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (change_scale_direction, scale_cube))
.run();
}
// Startup system to setup the scene and spawn all relevant entities.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Spawn a cube to scale.
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::WHITE),
transform: Transform::from_rotation(Quat::from_rotation_y(PI / 4.0)),
..default()
},
Scaling::new(),
));
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Add a light source for better 3d visibility.
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
// This system will check if a scaled entity went above or below the entities scaling bounds
// and change the direction of the scaling vector.
fn change_scale_direction(mut cubes: Query<(&mut Transform, &mut Scaling)>) {
for (mut transform, mut cube) in &mut cubes {
// If an entity scaled beyond the maximum of its size in any dimension
// the scaling vector is flipped so the scaling is gradually reverted.
// Additionally, to ensure the condition does not trigger again we floor the elements to
// their next full value, which should be max_element_size at max.
if transform.scale.max_element() > cube.max_element_size {
cube.scale_direction *= -1.0;
transform.scale = transform.scale.floor();
}
// If an entity scaled beyond the minimum of its size in any dimension
// the scaling vector is also flipped.
// Additionally the Values are ceiled to be min_element_size at least
// and the scale direction is flipped.
// This way the entity will change the dimension in which it is scaled any time it
// reaches its min_element_size.
if transform.scale.min_element() < cube.min_element_size {
cube.scale_direction *= -1.0;
transform.scale = transform.scale.ceil();
cube.scale_direction = cube.scale_direction.zxy();
}
}
}
// This system will scale any entity with assigned Scaling in each direction
// by cycling through the directions to scale.
fn scale_cube(mut cubes: Query<(&mut Transform, &Scaling)>, timer: Res<Time>) {
for (mut transform, cube) in &mut cubes {
transform.scale += cube.scale_direction * cube.scale_speed * timer.delta_seconds();
}
}