mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 22:50:19 +00:00
25bfa80e60
# 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.
160 lines
4.8 KiB
Rust
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);
|
|
}
|
|
}
|
|
}
|