pub struct ShadowLodOrigin;Expand description
The entity that Bevy uses to resolve visibility ranges when no specific camera is applicable.
For efficiency, Bevy currently renders point and spot light shadow maps only once per frame, regardless of the number of cameras in use, rather than rendering the shadow maps anew for each camera each frame. Most of the time, this optimization doesn’t change the result relative to a rendering that rendered such shadow maps separately for each camera. However, there’s one exception: visibility ranges. Visibility ranges cause meshes to be visible or invisible depending on the distance from the mesh to the camera. When rendering a shadow map for a point or spot light, Bevy must therefore select an entity to use as the reference point for the purposes of visibility ranges. This entity is called the LOD origin.
Placing this component on an entity makes that entity the origin from which LOD distances are computed for the purposes of shadow mapping of point and spot lights. Typically, you place this component on a camera, but you may place it on another entity if you wish.
The exact algorithm that Bevy uses to determine the LOD origin is as follows. Once the LOD origin is determined, all further steps are skipped.
-
If an entity has this
ShadowLodOrigincomponent, then it’s the LOD origin. If there’s more than one entity with theShadowLodOrigincomponent, one is chosen arbitrarily in a manner that’s stable from frame to frame. -
If a camera renders to a window (that is, the camera’s
RenderTargetisRenderTarget::Window), then that camera is the shadow LOD origin. If there’s more than one such camera that renders to a window, then one is chosen arbitrarily in a manner that’s stable from frame to frame. -
A camera is chosen to be the LOD origin arbitrarily from all cameras in the scene in a manner that’s stable from frame to frame.
This algorithm means that, in most cases, you don’t need to add this
ShadowLodOrigin component explicitly to the scene; usually, Bevy chooses
the right origin automatically. You only need to use this component
explicitly if you have multiple cameras rendering to the window: e.g. in a
split-screen game.
Trait Implementations§
Source§impl Clone for ShadowLodOrigin
impl Clone for ShadowLodOrigin
Source§fn clone(&self) -> ShadowLodOrigin
fn clone(&self) -> ShadowLodOrigin
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Component for ShadowLodOrigin
Required Components: Transform.
impl Component for ShadowLodOrigin
Required Components: Transform.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<ShadowLodOrigin>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<ShadowLodOrigin>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreimpl Copy for ShadowLodOrigin
Source§impl Debug for ShadowLodOrigin
impl Debug for ShadowLodOrigin
Source§impl Default for ShadowLodOrigin
impl Default for ShadowLodOrigin
Source§fn default() -> ShadowLodOrigin
fn default() -> ShadowLodOrigin
Source§impl FromReflect for ShadowLodOrigin
impl FromReflect for ShadowLodOrigin
Source§fn from_reflect(
reflect: &(dyn PartialReflect + 'static),
) -> Option<ShadowLodOrigin>
fn from_reflect( reflect: &(dyn PartialReflect + 'static), ) -> Option<ShadowLodOrigin>
Self from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self using,
constructing the value using from_reflect if that fails. Read moreSource§impl GetTypeRegistration for ShadowLodOrigin
impl GetTypeRegistration for ShadowLodOrigin
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl PartialReflect for ShadowLodOrigin
impl PartialReflect for ShadowLodOrigin
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn try_apply(
&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
Source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
Source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<ShadowLodOrigin>) -> ReflectOwned
fn reflect_owned(self: Box<ShadowLodOrigin>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<ShadowLodOrigin>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<ShadowLodOrigin>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
Source§fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
Source§fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Source§fn into_partial_reflect(self: Box<ShadowLodOrigin>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<ShadowLodOrigin>) -> Box<dyn PartialReflect>
Source§fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
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&self,
value: &(dyn PartialReflect + 'static),
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&self,
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Source§impl Reflect for ShadowLodOrigin
impl Reflect for ShadowLodOrigin
Source§fn into_any(self: Box<ShadowLodOrigin>) -> Box<dyn Any>
fn into_any(self: Box<ShadowLodOrigin>) -> Box<dyn Any>
Box<dyn Any>. Read moreSource§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any. Read moreSource§fn into_reflect(self: Box<ShadowLodOrigin>) -> Box<dyn Reflect>
fn into_reflect(self: Box<ShadowLodOrigin>) -> Box<dyn Reflect>
Source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
Source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Struct for ShadowLodOrigin
impl Struct for ShadowLodOrigin
Source§fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
name as a &dyn PartialReflect.Source§fn field_mut(
&mut self,
name: &str,
) -> Option<&mut (dyn PartialReflect + 'static)>
fn field_mut( &mut self, name: &str, ) -> Option<&mut (dyn PartialReflect + 'static)>
name as a
&mut dyn PartialReflect.Source§fn field_at(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>
fn field_at(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>
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&dyn PartialReflect.Source§fn field_at_mut(
&mut self,
index: usize,
) -> Option<&mut (dyn PartialReflect + 'static)>
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index
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fn iter_fields(&self) -> FieldIter<'_> ⓘ
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fn get_represented_struct_info(&self) -> Option<&'static StructInfo>
None if TypeInfo is not available.Source§impl TypePath for ShadowLodOrigin
impl TypePath for ShadowLodOrigin
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
Source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
Auto Trait Implementations§
impl Freeze for ShadowLodOrigin
impl RefUnwindSafe for ShadowLodOrigin
impl Send for ShadowLodOrigin
impl Sync for ShadowLodOrigin
impl Unpin for ShadowLodOrigin
impl UnsafeUnpin for ShadowLodOrigin
impl UnwindSafe for ShadowLodOrigin
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