bevy/examples/camera/projection_zoom.rs

176 lines
6.4 KiB
Rust
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//! Shows how to zoom orthographic and perspective projection cameras.
use std::{f32::consts::PI, ops::Range};
use bevy::{input::mouse::AccumulatedMouseScroll, prelude::*, render::camera::ScalingMode};
#[derive(Debug, Default, Resource)]
struct CameraSettings {
// Clamp fixed vertical scale to this range
pub orthographic_zoom_range: Range<f32>,
// Multiply mouse wheel inputs by this factor
pub orthographic_zoom_speed: f32,
// Clamp field of view to this range
pub perspective_zoom_range: Range<f32>,
// Multiply mouse wheel inputs by this factor
pub perspective_zoom_speed: f32,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<CameraSettings>()
.add_systems(Startup, (setup, instructions))
.add_systems(Update, (switch_projection, zoom))
.run();
}
/// Set up a simple 3D scene
fn setup(
asset_server: Res<AssetServer>,
mut camera_settings: ResMut<CameraSettings>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Perspective projections use field of view, expressed in radians. We would
// normally not set it to more than π, which represents a 180° FOV.
let min_fov = PI / 5.;
let max_fov = PI - 0.2;
// In orthographic projections, we specify sizes in world units. The below values
// are very roughly similar to the above FOV settings, in terms of how "far away"
// the subject will appear when used with FixedVertical scaling mode.
let min_zoom = 5.0;
let max_zoom = 150.0;
camera_settings.orthographic_zoom_range = min_zoom..max_zoom;
camera_settings.orthographic_zoom_speed = 1.0;
camera_settings.perspective_zoom_range = min_fov..max_fov;
// Changes in FOV are much more noticeable due to its limited range in radians
camera_settings.perspective_zoom_speed = 0.05;
commands.spawn((
Name::new("Camera"),
Camera3d::default(),
Projection::from(OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical(camera_settings.orthographic_zoom_range.start),
..OrthographicProjection::default_3d()
}),
Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Name::new("Plane"),
Migrate meshes and materials to required components (#15524) # Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.3, 0.5, 0.3),
// Turning off culling keeps the plane visible when viewed from beneath.
cull_mode: None,
..default()
Migrate meshes and materials to required components (#15524) # Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
})),
));
commands.spawn((
Name::new("Fox"),
SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
),
// Note: the scale adjustment is purely an accident of our fox model, which renders
// HUGE unless mitigated!
Transform::from_translation(Vec3::splat(0.0)).with_scale(Vec3::splat(0.025)),
));
commands.spawn((
Name::new("Light"),
PointLight::default(),
Transform::from_xyz(3.0, 8.0, 5.0),
));
}
fn instructions(mut commands: Commands) {
commands
.spawn((
Name::new("Instructions"),
NodeBundle {
style: Style {
align_items: AlignItems::Start,
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Start,
width: Val::Percent(100.),
..default()
},
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Scroll mouse wheel to zoom in/out",
TextStyle::default(),
));
parent.spawn(TextBundle::from_section(
"Space: switch between orthographic and perspective projections",
TextStyle::default(),
));
});
}
fn switch_projection(
mut camera: Query<&mut Projection, With<Camera>>,
camera_settings: Res<CameraSettings>,
keyboard_input: Res<ButtonInput<KeyCode>>,
) {
let mut projection = camera.single_mut();
if keyboard_input.just_pressed(KeyCode::Space) {
// Switch projection type
*projection = match *projection {
Projection::Orthographic(_) => Projection::Perspective(PerspectiveProjection {
fov: camera_settings.perspective_zoom_range.start,
..default()
}),
Projection::Perspective(_) => Projection::Orthographic(OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical(
camera_settings.orthographic_zoom_range.start,
),
..OrthographicProjection::default_3d()
}),
}
}
}
fn zoom(
mut camera: Query<&mut Projection, With<Camera>>,
camera_settings: Res<CameraSettings>,
mouse_wheel_input: Res<AccumulatedMouseScroll>,
) {
let projection = camera.single_mut();
// Usually, you won't need to handle both types of projection. This is by way of demonstration.
match projection.into_inner() {
Projection::Orthographic(ref mut orthographic) => {
// Get the current scaling_mode value to allow clamping the new value to our zoom range.
let ScalingMode::FixedVertical(current) = orthographic.scaling_mode else {
return;
};
// Set a new ScalingMode, clamped to a limited range.
let zoom_level = (current
+ camera_settings.orthographic_zoom_speed * mouse_wheel_input.delta.y)
.clamp(
camera_settings.orthographic_zoom_range.start,
camera_settings.orthographic_zoom_range.end,
);
orthographic.scaling_mode = ScalingMode::FixedVertical(zoom_level);
}
Projection::Perspective(ref mut perspective) => {
// Adjust the field of view, but keep it within our stated range.
perspective.fov = (perspective.fov
+ camera_settings.perspective_zoom_speed * mouse_wheel_input.delta.y)
.clamp(
camera_settings.perspective_zoom_range.start,
camera_settings.perspective_zoom_range.end,
);
}
}
}