//! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene. use std::f32::consts::PI; use bevy::{ 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(PbrBundle { mesh: sphere_handle.clone(), material: materials.add(Color::RED), transform: Transform::from_xyz(-1.0, spawn_height, 0.0), ..default() }); // sphere - initially not a caster commands.spawn(( PbrBundle { mesh: sphere_handle, material: materials.add(Color::BLUE), transform: Transform::from_xyz(1.0, spawn_height, 0.0), ..default() }, NotShadowCaster, )); // floating plane - initially not a shadow receiver and not a caster commands.spawn(( PbrBundle { mesh: meshes.add(Plane3d::default().mesh().size(20.0, 20.0)), material: materials.add(Color::GREEN), transform: Transform::from_xyz(0.0, 1.0, -10.0), ..default() }, NotShadowCaster, NotShadowReceiver, )); // lower ground plane - initially a shadow receiver commands.spawn(PbrBundle { mesh: meshes.add(Plane3d::default().mesh().size(20.0, 20.0)), material: white_handle, ..default() }); println!("Using DirectionalLight"); commands.spawn(PointLightBundle { transform: Transform::from_xyz(5.0, 5.0, 0.0), point_light: PointLight { intensity: 0.0, range: spawn_plane_depth, color: Color::WHITE, shadows_enabled: true, ..default() }, ..default() }); commands.spawn(DirectionalLightBundle { directional_light: DirectionalLight { illuminance: 1500.0, shadows_enabled: true, ..default() }, transform: Transform::from_rotation(Quat::from_euler( EulerRot::ZYX, 0.0, PI / 2., -PI / 4., )), cascade_shadow_config: CascadeShadowConfigBuilder { first_cascade_far_bound: 7.0, maximum_distance: 25.0, ..default() } .into(), ..default() }); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-5.0, 5.0, 5.0) .looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y), ..default() }); } 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"); 500_000.0 } else { 0.0 }; } for mut light in &mut directional_lights { light.illuminance = if light.illuminance == 0.0 { println!("Using DirectionalLight"); 1500.0 } 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); } } }