# Objective - See fewer warnings when running `cargo clippy` locally. ## Solution - allow `clippy::type_complexity` in more places, which also signals to users they should do the same.
		
			
				
	
	
		
			186 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			186 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene.
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// This lint usually gives bad advice in the context of Bevy -- hiding complex queries behind
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// type aliases tends to obfuscate code while offering no improvement in code cleanliness.
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#![allow(clippy::type_complexity)]
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use std::f32::consts::PI;
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use bevy::{
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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(
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        Mesh::try_from(shape::Icosphere {
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            radius: sphere_radius,
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            ..default()
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        })
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        .unwrap(),
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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(shape::Plane::from_size(20.0).into()),
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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(shape::Plane::from_size(20.0).into()),
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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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            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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        cascade_shadow_config: 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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        .into(),
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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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