diff --git a/crates/bevy_pbr/src/light/mod.rs b/crates/bevy_pbr/src/light/mod.rs index 8c51396d016025..36000802a358ec 100644 --- a/crates/bevy_pbr/src/light/mod.rs +++ b/crates/bevy_pbr/src/light/mod.rs @@ -297,7 +297,7 @@ pub struct Cascade { } pub fn clear_directional_light_cascades( - mut lights: Query<(&LightShadows, &mut Cascades), With>, + mut lights: Query<(&ShadowsStyle, &mut Cascades), With>, ) { for (directional_light_shadows, mut cascades) in lights.iter_mut() { if !directional_light_shadows.enabled() { @@ -313,7 +313,7 @@ pub fn build_directional_light_cascades( mut lights: Query< ( &GlobalTransform, - &LightShadows, + &ShadowsStyle, &CascadeShadowConfig, &mut Cascades, ), @@ -453,7 +453,7 @@ fn calculate_cascade( /// [`SpotLight`]) to control what style of shadows it casts. #[derive(Copy, Clone, Default, Component, PartialEq, Eq, Hash, Debug, Reflect)] #[reflect(Component, Default, Debug)] -pub enum LightShadows { +pub enum ShadowsStyle { /// Disables all shadows for this light. #[default] None, @@ -481,16 +481,16 @@ pub enum LightShadows { Soft, } -impl LightShadows { +impl ShadowsStyle { pub fn enabled(&self) -> bool { - *self != LightShadows::None + *self != ShadowsStyle::None } #[inline] #[allow(unreachable_patterns)] pub(crate) fn if_soft(&self, num: f32) -> f32 { match self { - LightShadows::None | LightShadows::Hard => 0.0, + ShadowsStyle::None | ShadowsStyle::Hard => 0.0, _ => num, } } @@ -596,7 +596,7 @@ pub fn update_directional_light_frusta( mut views: Query< ( &Cascades, - &LightShadows, + &ShadowsStyle, &ViewVisibility, &mut CascadesFrusta, ), @@ -639,7 +639,7 @@ pub fn update_point_light_frusta( Entity, &GlobalTransform, &PointLight, - &LightShadows, + &ShadowsStyle, &mut CubemapFrusta, ), Or<(Changed, Changed)>, @@ -693,7 +693,7 @@ pub fn update_spot_light_frusta( Entity, &GlobalTransform, &SpotLight, - &LightShadows, + &ShadowsStyle, &mut Frustum, ), Or<(Changed, Changed)>, @@ -747,7 +747,7 @@ pub fn check_dir_light_mesh_visibility( mut commands: Commands, mut directional_lights: Query< ( - &LightShadows, + &ShadowsStyle, &CascadesFrusta, &mut CascadesVisibleEntities, Option<&RenderLayers>, @@ -917,7 +917,7 @@ pub fn check_point_light_mesh_visibility( visible_point_lights: Query<&VisibleClusterableObjects>, mut point_lights: Query<( &PointLight, - &LightShadows, + &ShadowsStyle, &GlobalTransform, &CubemapFrusta, &mut CubemapVisibleEntities, @@ -925,7 +925,7 @@ pub fn check_point_light_mesh_visibility( )>, mut spot_lights: Query<( &SpotLight, - &LightShadows, + &ShadowsStyle, &GlobalTransform, &Frustum, &mut VisibleMeshEntities,