bevy/examples/3d/shadow_caster_receiver.rs
Mark Schmale 1ba7429371 Doc/module style doc blocks for examples (#4438)
# Objective

Provide a starting point for #3951, or a partial solution. 
Providing a few comment blocks to discuss, and hopefully find better one in the process. 

## Solution

Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. 

## Changelog

- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples

TODO: 
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet 
- [x] all other example groups...


Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. 
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
2022-05-16 13:53:20 +00:00

174 lines
5.4 KiB
Rust

//! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene.
use bevy::{
pbr::{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_startup_system(setup)
.add_system(toggle_light)
.add_system(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(Mesh::from(shape::Icosphere {
radius: sphere_radius,
..default()
}));
// sphere - initially a caster
commands.spawn_bundle(PbrBundle {
mesh: sphere_handle.clone(),
material: materials.add(Color::RED.into()),
transform: Transform::from_xyz(-1.0, spawn_height, 0.0),
..default()
});
// sphere - initially not a caster
commands
.spawn_bundle(PbrBundle {
mesh: sphere_handle,
material: materials.add(Color::BLUE.into()),
transform: Transform::from_xyz(1.0, spawn_height, 0.0),
..default()
})
.insert(NotShadowCaster);
// floating plane - initially not a shadow receiver and not a caster
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })),
material: materials.add(Color::GREEN.into()),
transform: Transform::from_xyz(0.0, 1.0, -10.0),
..default()
})
.insert_bundle((NotShadowCaster, NotShadowReceiver));
// lower ground plane - initially a shadow receiver
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })),
material: white_handle,
..default()
});
println!("Using DirectionalLight");
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(5.0, 5.0, 0.0),
point_light: PointLight {
intensity: 0.0,
range: spawn_plane_depth,
color: Color::WHITE,
shadows_enabled: true,
..default()
},
..default()
});
let theta = std::f32::consts::FRAC_PI_4;
let light_transform = Mat4::from_euler(EulerRot::ZYX, 0.0, std::f32::consts::FRAC_PI_2, -theta);
commands.spawn_bundle(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 100000.0,
shadow_projection: OrthographicProjection {
left: -10.0,
right: 10.0,
bottom: -10.0,
top: 10.0,
near: -50.0,
far: 50.0,
..default()
},
shadows_enabled: true,
..default()
},
transform: Transform::from_matrix(light_transform),
..default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-5.0, 5.0, 5.0)
.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
..default()
});
}
fn toggle_light(
input: Res<Input<KeyCode>>,
mut point_lights: Query<&mut PointLight>,
mut directional_lights: Query<&mut DirectionalLight>,
) {
if input.just_pressed(KeyCode::L) {
for mut light in point_lights.iter_mut() {
light.intensity = if light.intensity == 0.0 {
println!("Using PointLight");
100000000.0
} else {
0.0
};
}
for mut light in directional_lights.iter_mut() {
light.illuminance = if light.illuminance == 0.0 {
println!("Using DirectionalLight");
100000.0
} else {
0.0
};
}
}
}
fn toggle_shadows(
mut commands: Commands,
input: Res<Input<KeyCode>>,
mut queries: ParamSet<(
Query<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
Query<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
Query<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
Query<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
)>,
) {
if input.just_pressed(KeyCode::C) {
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::R) {
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);
}
}
}