//! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene. use std::f32::consts::PI; use bevy::{ color::palettes::basic::{BLUE, LIME, RED}, pbr::{CascadeShadowConfigBuilder, NotShadowCaster, NotShadowReceiver}, prelude::*, }; fn main() { println!( "Controls: C - toggle shadow casters (i.e. casters become not, and not casters become casters) R - toggle shadow receivers (i.e. receivers become not, and not receivers become receivers) L - switch between directional and point lights" ); App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, (toggle_light, toggle_shadows)) .run(); } /// set up a 3D scene to test shadow biases and perspective projections fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { let spawn_plane_depth = 500.0f32; let spawn_height = 2.0; let sphere_radius = 0.25; let white_handle = materials.add(StandardMaterial { base_color: Color::WHITE, perceptual_roughness: 1.0, ..default() }); let sphere_handle = meshes.add(Sphere::new(sphere_radius)); // sphere - initially a caster commands.spawn(( Mesh3d(sphere_handle.clone()), MeshMaterial3d(materials.add(Color::from(RED))), Transform::from_xyz(-1.0, spawn_height, 0.0), )); // sphere - initially not a caster commands.spawn(( Mesh3d(sphere_handle), MeshMaterial3d(materials.add(Color::from(BLUE))), Transform::from_xyz(1.0, spawn_height, 0.0), NotShadowCaster, )); // floating plane - initially not a shadow receiver and not a caster commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))), MeshMaterial3d(materials.add(Color::from(LIME))), Transform::from_xyz(0.0, 1.0, -10.0), NotShadowCaster, NotShadowReceiver, )); // lower ground plane - initially a shadow receiver commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))), MeshMaterial3d(white_handle), )); println!("Using DirectionalLight"); commands.spawn(( PointLight { intensity: 0.0, range: spawn_plane_depth, color: Color::WHITE, shadows_enabled: true, ..default() }, Transform::from_xyz(5.0, 5.0, 0.0), )); commands.spawn(( DirectionalLight { illuminance: light_consts::lux::OVERCAST_DAY, shadows_enabled: true, ..default() }, Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI / 2., -PI / 4.)), CascadeShadowConfigBuilder { first_cascade_far_bound: 7.0, maximum_distance: 25.0, ..default() } .build(), )); // camera commands.spawn(( Camera3d::default(), Transform::from_xyz(-5.0, 5.0, 5.0).looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y), )); } fn toggle_light( input: Res>, mut point_lights: Query<&mut PointLight>, mut directional_lights: Query<&mut DirectionalLight>, ) { if input.just_pressed(KeyCode::KeyL) { for mut light in &mut point_lights { light.intensity = if light.intensity == 0.0 { println!("Using PointLight"); 1_000_000.0 // Mini-sun point light } else { 0.0 }; } for mut light in &mut directional_lights { light.illuminance = if light.illuminance == 0.0 { println!("Using DirectionalLight"); light_consts::lux::OVERCAST_DAY } else { 0.0 }; } } } fn toggle_shadows( mut commands: Commands, input: Res>, mut queries: ParamSet<( Query, With)>, Query, With)>, Query, Without)>, Query, Without)>, )>, ) { if input.just_pressed(KeyCode::KeyC) { println!("Toggling casters"); for entity in queries.p0().iter() { commands.entity(entity).remove::(); } for entity in queries.p2().iter() { commands.entity(entity).insert(NotShadowCaster); } } if input.just_pressed(KeyCode::KeyR) { println!("Toggling receivers"); for entity in queries.p1().iter() { commands.entity(entity).remove::(); } for entity in queries.p3().iter() { commands.entity(entity).insert(NotShadowReceiver); } } }