mirror of
https://github.com/bevyengine/bevy
synced 2024-12-22 11:03:06 +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.
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use std::f32::consts::PI;
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use bevy::{
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color::palettes::basic::{BLUE, LIME, RED},
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pbr::{CascadeShadowConfigBuilder, NotShadowCaster, NotShadowReceiver},
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prelude::*,
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};
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fn main() {
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println!(
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"Controls:
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C - toggle shadow casters (i.e. casters become not, and not casters become casters)
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R - toggle shadow receivers (i.e. receivers become not, and not receivers become receivers)
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L - switch between directional and point lights"
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);
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (toggle_light, toggle_shadows))
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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(Sphere::new(sphere_radius));
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// sphere - initially a caster
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commands.spawn((
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Mesh3d(sphere_handle.clone()),
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MeshMaterial3d(materials.add(Color::from(RED))),
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Transform::from_xyz(-1.0, spawn_height, 0.0),
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));
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// sphere - initially not a caster
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commands.spawn((
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Mesh3d(sphere_handle),
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MeshMaterial3d(materials.add(Color::from(BLUE))),
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Transform::from_xyz(1.0, spawn_height, 0.0),
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NotShadowCaster,
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));
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// floating plane - initially not a shadow receiver and not a caster
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))),
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MeshMaterial3d(materials.add(Color::from(LIME))),
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Transform::from_xyz(0.0, 1.0, -10.0),
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NotShadowCaster,
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NotShadowReceiver,
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));
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// lower ground plane - initially a shadow receiver
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))),
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MeshMaterial3d(white_handle),
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));
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println!("Using DirectionalLight");
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commands.spawn((
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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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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(5.0, 5.0, 0.0),
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));
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commands.spawn((
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DirectionalLight {
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illuminance: light_consts::lux::OVERCAST_DAY,
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shadows_enabled: true,
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..default()
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},
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI / 2., -PI / 4.)),
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CascadeShadowConfigBuilder {
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first_cascade_far_bound: 7.0,
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maximum_distance: 25.0,
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..default()
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}
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.build(),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-5.0, 5.0, 5.0).looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
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));
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}
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fn toggle_light(
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input: Res<ButtonInput<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::KeyL) {
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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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1_000_000.0 // Mini-sun point light
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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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light_consts::lux::OVERCAST_DAY
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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 toggle_shadows(
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mut commands: Commands,
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input: Res<ButtonInput<KeyCode>>,
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mut queries: ParamSet<(
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Query<Entity, (With<Mesh3d>, With<NotShadowCaster>)>,
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Query<Entity, (With<Mesh3d>, With<NotShadowReceiver>)>,
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Query<Entity, (With<Mesh3d>, Without<NotShadowCaster>)>,
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Query<Entity, (With<Mesh3d>, Without<NotShadowReceiver>)>,
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)>,
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) {
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if input.just_pressed(KeyCode::KeyC) {
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println!("Toggling casters");
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for entity in queries.p0().iter() {
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commands.entity(entity).remove::<NotShadowCaster>();
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}
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for entity in queries.p2().iter() {
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commands.entity(entity).insert(NotShadowCaster);
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}
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}
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if input.just_pressed(KeyCode::KeyR) {
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println!("Toggling receivers");
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for entity in queries.p1().iter() {
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commands.entity(entity).remove::<NotShadowReceiver>();
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}
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for entity in queries.p3().iter() {
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commands.entity(entity).insert(NotShadowReceiver);
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}
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}
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}
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