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# Objective There was issue #191 requesting subdivisions on the shape::Plane. I also could have used this recently. I then write the solution. Fixes #191 ## Solution I changed the shape::Plane to include subdivisions field and the code to create the subdivisions. I don't know how people are counting subdivisions so as I put in the doc comments 0 subdivisions results in the original geometry of the Plane. Greater then 0 results in the number of lines dividing the plane. I didn't know if it would be better to create a new struct that implemented this feature, say SubdivisionPlane or change Plane. I decided on changing Plane as that was what the original issue was. It would be trivial to alter this to use another struct instead of altering Plane. The issues of migration, although small, would be eliminated if a new struct was implemented. ## Changelog ### Added Added subdivisions field to shape::Plane ## Migration Guide All the examples needed to be updated to initalize the subdivisions field. Also there were two tests in tests/window that need to be updated. A user would have to update all their uses of shape::Plane to initalize the subdivisions field.
315 lines
9.3 KiB
Rust
315 lines
9.3 KiB
Rust
//! Demonstrates how shadow biases affect shadows in a 3d scene.
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use std::f32::consts::PI;
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use bevy::{input::mouse::MouseMotion, prelude::*};
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fn main() {
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println!(
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"Controls:
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WSAD - forward/back/strafe left/right
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LShift - 'run'
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E - up
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Q - down
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L - switch between directional and point lights
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1/2 - decrease/increase point light depth bias
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3/4 - decrease/increase point light normal bias
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5/6 - decrease/increase direction light depth bias
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7/8 - decrease/increase direction light normal bias"
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);
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(adjust_point_light_biases)
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.add_system(toggle_light)
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.add_system(adjust_directional_light_biases)
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.add_system(camera_controller)
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.run();
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}
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/// set up a 3D scene to test shadow biases and perspective projections
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let spawn_plane_depth = 500.0f32;
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let spawn_height = 2.0;
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let sphere_radius = 0.25;
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let white_handle = materials.add(StandardMaterial {
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base_color: Color::WHITE,
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perceptual_roughness: 1.0,
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..default()
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});
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let sphere_handle = meshes.add(
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Mesh::try_from(shape::Icosphere {
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radius: sphere_radius,
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..default()
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})
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.unwrap(),
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);
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println!("Using DirectionalLight");
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(5.0, 5.0, 0.0),
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point_light: PointLight {
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intensity: 0.0,
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range: spawn_plane_depth,
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color: Color::WHITE,
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shadow_depth_bias: 0.0,
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shadow_normal_bias: 0.0,
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: 100000.0,
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shadow_depth_bias: 0.0,
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shadow_normal_bias: 0.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_rotation(Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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PI / 2.,
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-PI / 4.,
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)),
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..default()
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});
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// camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(-1.0, 1.0, 1.0)
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.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
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..default()
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},
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CameraController::default(),
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));
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for z_i32 in -spawn_plane_depth as i32..=0 {
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commands.spawn(PbrBundle {
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mesh: sphere_handle.clone(),
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material: white_handle.clone(),
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transform: Transform::from_xyz(0.0, spawn_height, z_i32 as f32),
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..default()
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});
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}
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// ground plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(2.0 * spawn_plane_depth).into()),
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material: white_handle,
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..default()
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});
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}
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fn toggle_light(
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input: Res<Input<KeyCode>>,
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mut point_lights: Query<&mut PointLight>,
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mut directional_lights: Query<&mut DirectionalLight>,
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) {
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if input.just_pressed(KeyCode::L) {
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for mut light in &mut point_lights {
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light.intensity = if light.intensity == 0.0 {
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println!("Using PointLight");
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100000000.0
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} else {
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0.0
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};
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}
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for mut light in &mut directional_lights {
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light.illuminance = if light.illuminance == 0.0 {
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println!("Using DirectionalLight");
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100000.0
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} else {
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0.0
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};
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}
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}
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}
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fn adjust_point_light_biases(input: Res<Input<KeyCode>>, mut query: Query<&mut PointLight>) {
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let depth_bias_step_size = 0.01;
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let normal_bias_step_size = 0.1;
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for mut light in &mut query {
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if input.just_pressed(KeyCode::Key1) {
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light.shadow_depth_bias -= depth_bias_step_size;
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println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias);
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}
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if input.just_pressed(KeyCode::Key2) {
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light.shadow_depth_bias += depth_bias_step_size;
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println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias);
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}
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if input.just_pressed(KeyCode::Key3) {
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light.shadow_normal_bias -= normal_bias_step_size;
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println!(
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"PointLight shadow_normal_bias: {}",
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light.shadow_normal_bias
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);
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}
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if input.just_pressed(KeyCode::Key4) {
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light.shadow_normal_bias += normal_bias_step_size;
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println!(
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"PointLight shadow_normal_bias: {}",
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light.shadow_normal_bias
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);
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}
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}
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}
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fn adjust_directional_light_biases(
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input: Res<Input<KeyCode>>,
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mut query: Query<&mut DirectionalLight>,
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) {
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let depth_bias_step_size = 0.01;
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let normal_bias_step_size = 0.1;
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for mut light in &mut query {
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if input.just_pressed(KeyCode::Key5) {
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light.shadow_depth_bias -= depth_bias_step_size;
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println!(
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"DirectionalLight shadow_depth_bias: {}",
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light.shadow_depth_bias
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);
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}
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if input.just_pressed(KeyCode::Key6) {
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light.shadow_depth_bias += depth_bias_step_size;
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println!(
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"DirectionalLight shadow_depth_bias: {}",
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light.shadow_depth_bias
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);
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}
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if input.just_pressed(KeyCode::Key7) {
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light.shadow_normal_bias -= normal_bias_step_size;
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println!(
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"DirectionalLight shadow_normal_bias: {}",
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light.shadow_normal_bias
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);
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}
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if input.just_pressed(KeyCode::Key8) {
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light.shadow_normal_bias += normal_bias_step_size;
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println!(
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"DirectionalLight shadow_normal_bias: {}",
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light.shadow_normal_bias
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);
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}
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}
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}
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#[derive(Component)]
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struct CameraController {
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pub enabled: bool,
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pub sensitivity: f32,
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pub key_forward: KeyCode,
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pub key_back: KeyCode,
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pub key_left: KeyCode,
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pub key_right: KeyCode,
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pub key_up: KeyCode,
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pub key_down: KeyCode,
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pub key_run: KeyCode,
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pub walk_speed: f32,
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pub run_speed: f32,
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pub friction: f32,
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pub pitch: f32,
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pub yaw: f32,
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pub velocity: Vec3,
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}
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impl Default for CameraController {
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fn default() -> Self {
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Self {
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enabled: true,
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sensitivity: 0.5,
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key_forward: KeyCode::W,
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key_back: KeyCode::S,
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key_left: KeyCode::A,
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key_right: KeyCode::D,
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key_up: KeyCode::E,
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key_down: KeyCode::Q,
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key_run: KeyCode::LShift,
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walk_speed: 10.0,
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run_speed: 30.0,
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friction: 0.5,
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pitch: 0.0,
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yaw: 0.0,
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velocity: Vec3::ZERO,
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}
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}
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}
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fn camera_controller(
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time: Res<Time>,
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mut mouse_events: EventReader<MouseMotion>,
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key_input: Res<Input<KeyCode>>,
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mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
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) {
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let dt = time.delta_seconds();
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// Handle mouse input
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let mut mouse_delta = Vec2::ZERO;
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for mouse_event in mouse_events.iter() {
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mouse_delta += mouse_event.delta;
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}
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for (mut transform, mut options) in &mut query {
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if !options.enabled {
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continue;
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}
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// Handle key input
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let mut axis_input = Vec3::ZERO;
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if key_input.pressed(options.key_forward) {
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axis_input.z += 1.0;
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}
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if key_input.pressed(options.key_back) {
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axis_input.z -= 1.0;
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}
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if key_input.pressed(options.key_right) {
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axis_input.x += 1.0;
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}
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if key_input.pressed(options.key_left) {
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axis_input.x -= 1.0;
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}
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if key_input.pressed(options.key_up) {
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axis_input.y += 1.0;
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}
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if key_input.pressed(options.key_down) {
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axis_input.y -= 1.0;
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}
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// Apply movement update
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if axis_input != Vec3::ZERO {
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let max_speed = if key_input.pressed(options.key_run) {
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options.run_speed
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} else {
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options.walk_speed
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};
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options.velocity = axis_input.normalize() * max_speed;
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} else {
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let friction = options.friction.clamp(0.0, 1.0);
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options.velocity *= 1.0 - friction;
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if options.velocity.length_squared() < 1e-6 {
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options.velocity = Vec3::ZERO;
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}
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}
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let forward = transform.forward();
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let right = transform.right();
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transform.translation += options.velocity.x * dt * right
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+ options.velocity.y * dt * Vec3::Y
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+ options.velocity.z * dt * forward;
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if mouse_delta != Vec2::ZERO {
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// Apply look update
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options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
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.clamp(-PI / 2., PI / 2.);
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options.yaw -= mouse_delta.x * options.sensitivity * dt;
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transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
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}
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}
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}
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