 4847f7e3ad
			
		
	
	
		4847f7e3ad
		
	
	
	
	
		
			
			Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.
```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {
// To
for _ in &list {
for _ in &mut list {
```
We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.
## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :) 
Co-authored-by: devil-ira <justthecooldude@gmail.com>
		
	
			
		
			
				
	
	
		
			324 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			324 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates how shadow biases affect shadows in a 3d scene.
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| 
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| use bevy::{input::mouse::MouseMotion, 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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|     WSAD   - forward/back/strafe left/right
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|     LShift - 'run'
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|     E      - up
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|     Q      - down
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|     L      - switch between directional and point lights
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|     1/2    - decrease/increase point light depth bias
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|     3/4    - decrease/increase point light normal bias
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|     5/6    - decrease/increase direction light depth bias
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|     7/8    - decrease/increase direction light normal bias"
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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(adjust_point_light_biases)
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|         .add_system(toggle_light)
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|         .add_system(adjust_directional_light_biases)
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|         .add_system(camera_controller)
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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(Mesh::from(shape::Icosphere {
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|         radius: sphere_radius,
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|         ..default()
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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_bundle(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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|             shadow_depth_bias: 0.0,
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|             shadow_normal_bias: 0.0,
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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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| 
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|     let theta = std::f32::consts::FRAC_PI_4;
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|     let light_transform = Mat4::from_euler(EulerRot::ZYX, 0.0, std::f32::consts::FRAC_PI_2, -theta);
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|     commands.spawn_bundle(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: -0.35,
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|                 right: 500.35,
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|                 bottom: -0.1,
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|                 top: 5.0,
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|                 near: -5.0,
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|                 far: 5.0,
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|                 ..default()
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|             },
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|             shadow_depth_bias: 0.0,
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|             shadow_normal_bias: 0.0,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform::from_matrix(light_transform),
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|         ..default()
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|     });
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| 
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|     // camera
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|     commands
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|         .spawn_bundle(Camera3dBundle {
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|             transform: Transform::from_xyz(-1.0, 1.0, 1.0)
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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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|         .insert(CameraController::default());
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| 
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|     for z_i32 in -spawn_plane_depth as i32..=0 {
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|         commands.spawn_bundle(PbrBundle {
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|             mesh: sphere_handle.clone(),
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|             material: white_handle.clone(),
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|             transform: Transform::from_xyz(0.0, spawn_height, z_i32 as f32),
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|             ..default()
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|         });
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|     }
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| 
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|     // ground plane
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Plane {
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|             size: 2.0 * spawn_plane_depth,
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|         })),
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|         material: white_handle,
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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<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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| 
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| fn adjust_point_light_biases(input: Res<Input<KeyCode>>, mut query: Query<&mut PointLight>) {
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|     let depth_bias_step_size = 0.01;
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|     let normal_bias_step_size = 0.1;
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|     for mut light in &mut query {
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|         if input.just_pressed(KeyCode::Key1) {
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|             light.shadow_depth_bias -= depth_bias_step_size;
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|             println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias);
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|         }
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|         if input.just_pressed(KeyCode::Key2) {
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|             light.shadow_depth_bias += depth_bias_step_size;
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|             println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias);
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|         }
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|         if input.just_pressed(KeyCode::Key3) {
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|             light.shadow_normal_bias -= normal_bias_step_size;
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|             println!(
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|                 "PointLight shadow_normal_bias: {}",
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|                 light.shadow_normal_bias
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|             );
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|         }
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|         if input.just_pressed(KeyCode::Key4) {
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|             light.shadow_normal_bias += normal_bias_step_size;
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|             println!(
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|                 "PointLight shadow_normal_bias: {}",
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|                 light.shadow_normal_bias
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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 adjust_directional_light_biases(
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|     input: Res<Input<KeyCode>>,
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|     mut query: Query<&mut DirectionalLight>,
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| ) {
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|     let depth_bias_step_size = 0.01;
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|     let normal_bias_step_size = 0.1;
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|     for mut light in &mut query {
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|         if input.just_pressed(KeyCode::Key5) {
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|             light.shadow_depth_bias -= depth_bias_step_size;
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|             println!(
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|                 "DirectionalLight shadow_depth_bias: {}",
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|                 light.shadow_depth_bias
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|             );
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|         }
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|         if input.just_pressed(KeyCode::Key6) {
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|             light.shadow_depth_bias += depth_bias_step_size;
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|             println!(
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|                 "DirectionalLight shadow_depth_bias: {}",
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|                 light.shadow_depth_bias
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|             );
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|         }
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|         if input.just_pressed(KeyCode::Key7) {
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|             light.shadow_normal_bias -= normal_bias_step_size;
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|             println!(
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|                 "DirectionalLight shadow_normal_bias: {}",
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|                 light.shadow_normal_bias
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|             );
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|         }
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|         if input.just_pressed(KeyCode::Key8) {
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|             light.shadow_normal_bias += normal_bias_step_size;
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|             println!(
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|                 "DirectionalLight shadow_normal_bias: {}",
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|                 light.shadow_normal_bias
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|             );
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|         }
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|     }
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| }
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| 
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| #[derive(Component)]
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| struct CameraController {
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|     pub enabled: bool,
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|     pub sensitivity: f32,
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|     pub key_forward: KeyCode,
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|     pub key_back: KeyCode,
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|     pub key_left: KeyCode,
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|     pub key_right: KeyCode,
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|     pub key_up: KeyCode,
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|     pub key_down: KeyCode,
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|     pub key_run: KeyCode,
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|     pub walk_speed: f32,
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|     pub run_speed: f32,
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|     pub friction: f32,
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|     pub pitch: f32,
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|     pub yaw: f32,
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|     pub velocity: Vec3,
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| }
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| 
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| impl Default for CameraController {
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|     fn default() -> Self {
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|         Self {
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|             enabled: true,
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|             sensitivity: 0.5,
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|             key_forward: KeyCode::W,
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|             key_back: KeyCode::S,
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|             key_left: KeyCode::A,
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|             key_right: KeyCode::D,
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|             key_up: KeyCode::E,
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|             key_down: KeyCode::Q,
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|             key_run: KeyCode::LShift,
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|             walk_speed: 10.0,
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|             run_speed: 30.0,
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|             friction: 0.5,
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|             pitch: 0.0,
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|             yaw: 0.0,
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|             velocity: Vec3::ZERO,
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|         }
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|     }
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| }
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| 
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| fn camera_controller(
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|     time: Res<Time>,
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|     mut mouse_events: EventReader<MouseMotion>,
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|     key_input: Res<Input<KeyCode>>,
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|     mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
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| ) {
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|     let dt = time.delta_seconds();
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| 
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|     // Handle mouse input
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|     let mut mouse_delta = Vec2::ZERO;
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|     for mouse_event in mouse_events.iter() {
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|         mouse_delta += mouse_event.delta;
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|     }
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| 
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|     for (mut transform, mut options) in &mut query {
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|         if !options.enabled {
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|             continue;
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|         }
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| 
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|         // Handle key input
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|         let mut axis_input = Vec3::ZERO;
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|         if key_input.pressed(options.key_forward) {
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|             axis_input.z += 1.0;
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|         }
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|         if key_input.pressed(options.key_back) {
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|             axis_input.z -= 1.0;
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|         }
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|         if key_input.pressed(options.key_right) {
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|             axis_input.x += 1.0;
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|         }
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|         if key_input.pressed(options.key_left) {
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|             axis_input.x -= 1.0;
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|         }
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|         if key_input.pressed(options.key_up) {
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|             axis_input.y += 1.0;
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|         }
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|         if key_input.pressed(options.key_down) {
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|             axis_input.y -= 1.0;
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|         }
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| 
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|         // Apply movement update
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|         if axis_input != Vec3::ZERO {
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|             let max_speed = if key_input.pressed(options.key_run) {
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|                 options.run_speed
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|             } else {
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|                 options.walk_speed
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|             };
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|             options.velocity = axis_input.normalize() * max_speed;
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|         } else {
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|             let friction = options.friction.clamp(0.0, 1.0);
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|             options.velocity *= 1.0 - friction;
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|             if options.velocity.length_squared() < 1e-6 {
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|                 options.velocity = Vec3::ZERO;
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|             }
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|         }
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|         let forward = transform.forward();
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|         let right = transform.right();
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|         transform.translation += options.velocity.x * dt * right
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|             + options.velocity.y * dt * Vec3::Y
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|             + options.velocity.z * dt * forward;
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| 
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|         if mouse_delta != Vec2::ZERO {
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|             // Apply look update
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|             let (pitch, yaw) = (
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|                 (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt).clamp(
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|                     -0.99 * std::f32::consts::FRAC_PI_2,
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|                     0.99 * std::f32::consts::FRAC_PI_2,
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|                 ),
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|                 options.yaw - mouse_delta.x * options.sensitivity * dt,
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|             );
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|             transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, yaw, pitch);
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|             options.pitch = pitch;
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|             options.yaw = yaw;
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|         }
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|     }
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| }
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