 dc9b486650
			
		
	
	
		dc9b486650
		
			
		
	
	
	
	
		
			
			# Objective Fix https://github.com/bevyengine/bevy/issues/11577. ## Solution Fix the examples, add a few constants to make setting light values easier, and change the default lighting settings to be more realistic. (Now designed for an overcast day instead of an indoor environment) --- I did not include any example-related changes in here. ## Changelogs (not including breaking changes) ### bevy_pbr - Added `light_consts` module (included in prelude), which contains common lux and lumen values for lights. - Added `AmbientLight::NONE` constant, which is an ambient light with a brightness of 0. - Added non-EV100 variants for `ExposureSettings`'s EV100 constants, which allow easier construction of an `ExposureSettings` from a EV100 constant. ## Breaking changes ### bevy_pbr The several default lighting values were changed: - `PointLight`'s default `intensity` is now `2000.0` - `SpotLight`'s default `intensity` is now `2000.0` - `DirectionalLight`'s default `illuminance` is now `light_consts::lux::OVERCAST_DAY` (`1000.`) - `AmbientLight`'s default `brightness` is now `20.0`
		
			
				
	
	
		
			59 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates how to rotate an object around an axis.
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| 
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| use bevy::prelude::*;
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| 
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| use std::f32::consts::TAU;
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| 
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| // Define a component to designate a rotation speed to an entity.
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| #[derive(Component)]
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| struct Rotatable {
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|     speed: f32,
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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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|         .add_systems(Startup, setup)
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|         .add_systems(Update, rotate_cube)
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|         .run();
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| }
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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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|     // Spawn a cube to rotate.
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(Cuboid::default()),
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|             material: materials.add(Color::WHITE),
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|             transform: Transform::from_translation(Vec3::ZERO),
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|             ..default()
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|         },
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|         Rotatable { speed: 0.3 },
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|     ));
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| 
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|     // Spawn a camera looking at the entities to show what's happening in this example.
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Add a light source so we can see clearly.
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|     commands.spawn(DirectionalLightBundle {
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|         transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| // This system will rotate any entity in the scene with a Rotatable component around its y-axis.
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| fn rotate_cube(mut cubes: Query<(&mut Transform, &Rotatable)>, timer: Res<Time>) {
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|     for (mut transform, cube) in &mut cubes {
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|         // The speed is first multiplied by TAU which is a full rotation (360deg) in radians,
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|         // and then multiplied by delta_seconds which is the time that passed last frame.
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|         // In other words. Speed is equal to the amount of rotations per second.
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|         transform.rotate_y(cube.speed * TAU * timer.delta_seconds());
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|     }
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| }
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