//! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene. use bevy::{ pbr::{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_startup_system(setup) .add_system(toggle_light) .add_system(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(Mesh::from(shape::Icosphere { radius: sphere_radius, ..default() })); // sphere - initially a caster commands.spawn_bundle(PbrBundle { mesh: sphere_handle.clone(), material: materials.add(Color::RED.into()), transform: Transform::from_xyz(-1.0, spawn_height, 0.0), ..default() }); // sphere - initially not a caster commands .spawn_bundle(PbrBundle { mesh: sphere_handle, material: materials.add(Color::BLUE.into()), transform: Transform::from_xyz(1.0, spawn_height, 0.0), ..default() }) .insert(NotShadowCaster); // floating plane - initially not a shadow receiver and not a caster commands .spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })), material: materials.add(Color::GREEN.into()), transform: Transform::from_xyz(0.0, 1.0, -10.0), ..default() }) .insert_bundle((NotShadowCaster, NotShadowReceiver)); // lower ground plane - initially a shadow receiver commands.spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })), material: white_handle, ..default() }); println!("Using DirectionalLight"); commands.spawn_bundle(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() }); let theta = std::f32::consts::FRAC_PI_4; let light_transform = Mat4::from_euler(EulerRot::ZYX, 0.0, std::f32::consts::FRAC_PI_2, -theta); commands.spawn_bundle(DirectionalLightBundle { directional_light: DirectionalLight { illuminance: 100000.0, shadow_projection: OrthographicProjection { left: -10.0, right: 10.0, bottom: -10.0, top: 10.0, near: -50.0, far: 50.0, ..default() }, shadows_enabled: true, ..default() }, transform: Transform::from_matrix(light_transform), ..default() }); // camera commands.spawn_bundle(PerspectiveCameraBundle { 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::L) { for mut light in point_lights.iter_mut() { light.intensity = if light.intensity == 0.0 { println!("Using PointLight"); 100000000.0 } else { 0.0 }; } for mut light in directional_lights.iter_mut() { light.illuminance = if light.illuminance == 0.0 { println!("Using DirectionalLight"); 100000.0 } 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::C) { 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::R) { println!("Toggling receivers"); for entity in queries.p1().iter() { commands.entity(entity).remove::(); } for entity in queries.p3().iter() { commands.entity(entity).insert(NotShadowReceiver); } } }