 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`
		
			
				
	
	
		
			75 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates how to move an object along an axis.
 | |
| 
 | |
| use bevy::prelude::*;
 | |
| 
 | |
| // Define a struct to keep some information about our entity.
 | |
| // Here it's an arbitrary movement speed, the spawn location, and a maximum distance from it.
 | |
| #[derive(Component)]
 | |
| struct Movable {
 | |
|     spawn: Vec3,
 | |
|     max_distance: f32,
 | |
|     speed: f32,
 | |
| }
 | |
| 
 | |
| // Implement a utility function for easier Movable struct creation.
 | |
| impl Movable {
 | |
|     fn new(spawn: Vec3) -> Self {
 | |
|         Movable {
 | |
|             spawn,
 | |
|             max_distance: 5.0,
 | |
|             speed: 2.0,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, move_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>>,
 | |
| ) {
 | |
|     // Add a cube to visualize translation.
 | |
|     let entity_spawn = Vec3::ZERO;
 | |
|     commands.spawn((
 | |
|         PbrBundle {
 | |
|             mesh: meshes.add(Cuboid::default()),
 | |
|             material: materials.add(Color::WHITE),
 | |
|             transform: Transform::from_translation(entity_spawn),
 | |
|             ..default()
 | |
|         },
 | |
|         Movable::new(entity_spawn),
 | |
|     ));
 | |
| 
 | |
|     // 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(entity_spawn, Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Add a light source for better 3d visibility.
 | |
|     commands.spawn(DirectionalLightBundle {
 | |
|         transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| }
 | |
| 
 | |
| // This system will move all Movable entities with a Transform
 | |
| fn move_cube(mut cubes: Query<(&mut Transform, &mut Movable)>, timer: Res<Time>) {
 | |
|     for (mut transform, mut cube) in &mut cubes {
 | |
|         // Check if the entity moved too far from its spawn, if so invert the moving direction.
 | |
|         if (cube.spawn - transform.translation).length() > cube.max_distance {
 | |
|             cube.speed *= -1.0;
 | |
|         }
 | |
|         let direction = transform.local_x();
 | |
|         transform.translation += direction * cube.speed * timer.delta_seconds();
 | |
|     }
 | |
| }
 |