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		54006b107b
		
			
		
	
	
	
	
		
			
			# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material:   Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			162 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			162 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene.
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| 
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| use std::f32::consts::PI;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     println!("Using DirectionalLight");
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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