 db0d7698e2
			
		
	
	
		db0d7698e2
		
	
	
	
	
		
			
			# Objective - Fixes #6476 ## Solution - Return error instead of panic through `TryFrom` - ~~Add `.except()` in examples~~ - Add `.unwrap()` in examples
		
			
				
	
	
		
			186 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			186 lines
		
	
	
		
			5.3 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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|     pbr::{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_startup_system(setup)
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|         .add_system(toggle_light)
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|         .add_system(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(
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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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| 
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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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| 
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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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| 
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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(Mesh::from(shape::Plane { size: 20.0 })),
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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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| 
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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(Mesh::from(shape::Plane { size: 20.0 })),
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|         material: white_handle,
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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(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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| 
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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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|             shadow_projection: OrthographicProjection {
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|                 left: -10.0,
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|                 right: 10.0,
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|                 bottom: -10.0,
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|                 top: 10.0,
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|                 near: -50.0,
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|                 far: 50.0,
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|                 ..default()
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|             },
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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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|         ..default()
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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<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 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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