# 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.
		
			
				
	
	
		
			161 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			161 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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