Point light has a center that acts as its light source. Objects near the center of the light are brighter.
We use PointLightBundle to create a point light.
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(1., 0.5, 1.),
..default()
});
We use transform of PointLightBundle to set the center position of the light.
In the example, the position is at (1, 0.5, 1)
.
We place a Plane to indicate the x-z plane and put a Cube on it.
We set our camera position to (2, 2, 3)
and make it looking at the origin.
The full code is as follows:
use bevy::{
app::{App, Startup},
asset::Assets,
core_pipeline::core_3d::Camera3dBundle,
ecs::system::{Commands, ResMut},
math::Vec3,
pbr::{PbrBundle, PointLightBundle, StandardMaterial},
render::mesh::{
shape::{Cube, Plane},
Mesh,
},
transform::components::Transform,
utils::default,
DefaultPlugins,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(2., 2., 3.).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.add(Cube::new(1.).into()).into(),
transform: Transform::from_xyz(0., 0.5, 0.),
material: materials.add(StandardMaterial::default()).into(),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.add(Plane::from_size(5.).into()).into(),
material: materials.add(StandardMaterial::default()).into(),
..default()
});
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(1., 0.5, 1.),
..default()
});
}
Result:
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