bevy/examples/3d/shadow_caster_receiver.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00

160 lines
4.8 KiB
Rust

//! 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<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
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<ButtonInput<KeyCode>>,
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<ButtonInput<KeyCode>>,
mut queries: ParamSet<(
Query<Entity, (With<Mesh3d>, With<NotShadowCaster>)>,
Query<Entity, (With<Mesh3d>, With<NotShadowReceiver>)>,
Query<Entity, (With<Mesh3d>, Without<NotShadowCaster>)>,
Query<Entity, (With<Mesh3d>, Without<NotShadowReceiver>)>,
)>,
) {
if input.just_pressed(KeyCode::KeyC) {
println!("Toggling casters");
for entity in queries.p0().iter() {
commands.entity(entity).remove::<NotShadowCaster>();
}
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::<NotShadowReceiver>();
}
for entity in queries.p3().iter() {
commands.entity(entity).insert(NotShadowReceiver);
}
}
}