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https://github.com/bevyengine/bevy
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01aedc8431
# Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
182 lines
5.3 KiB
Rust
182 lines
5.3 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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pbr::{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_startup_system(setup)
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.add_system(toggle_light)
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.add_system(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(Mesh::from(shape::Icosphere {
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radius: sphere_radius,
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..default()
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}));
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// sphere - initially a caster
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commands.spawn(PbrBundle {
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mesh: sphere_handle.clone(),
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material: materials.add(Color::RED.into()),
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transform: Transform::from_xyz(-1.0, spawn_height, 0.0),
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..default()
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});
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// sphere - initially not a caster
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commands.spawn((
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PbrBundle {
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mesh: sphere_handle,
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material: materials.add(Color::BLUE.into()),
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transform: Transform::from_xyz(1.0, spawn_height, 0.0),
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..default()
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},
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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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PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })),
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material: materials.add(Color::GREEN.into()),
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transform: Transform::from_xyz(0.0, 1.0, -10.0),
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..default()
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},
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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(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })),
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material: white_handle,
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..default()
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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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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_projection: OrthographicProjection {
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left: -10.0,
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right: 10.0,
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bottom: -10.0,
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top: 10.0,
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near: -50.0,
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far: 50.0,
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..default()
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},
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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(Camera3dBundle {
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transform: Transform::from_xyz(-5.0, 5.0, 5.0)
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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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}
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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 toggle_shadows(
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mut commands: Commands,
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input: Res<Input<KeyCode>>,
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mut queries: ParamSet<(
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Query<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
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Query<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
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Query<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
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Query<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
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)>,
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) {
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if input.just_pressed(KeyCode::C) {
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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::R) {
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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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