2024-09-10 23:40:48 +00:00
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//! Shows how to zoom orthographic and perspective projection cameras.
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2024-09-09 23:30:52 +00:00
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2024-09-10 23:40:48 +00:00
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use std::{f32::consts::PI, ops::Range};
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2024-09-09 23:30:52 +00:00
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use bevy::{input::mouse::AccumulatedMouseScroll, prelude::*, render::camera::ScalingMode};
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#[derive(Debug, Default, Resource)]
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struct CameraSettings {
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// Clamp fixed vertical scale to this range
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pub orthographic_zoom_range: Range<f32>,
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// Multiply mouse wheel inputs by this factor
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pub orthographic_zoom_speed: f32,
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// Clamp field of view to this range
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pub perspective_zoom_range: Range<f32>,
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// Multiply mouse wheel inputs by this factor
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pub perspective_zoom_speed: f32,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<CameraSettings>()
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.add_systems(Startup, (setup, instructions))
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2024-09-10 23:40:48 +00:00
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.add_systems(Update, (switch_projection, zoom))
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2024-09-09 23:30:52 +00:00
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.run();
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}
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/// Set up a simple 3D scene
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fn setup(
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2024-09-10 23:40:48 +00:00
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asset_server: Res<AssetServer>,
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2024-09-09 23:30:52 +00:00
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mut camera_settings: ResMut<CameraSettings>,
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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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// Perspective projections use field of view, expressed in radians. We would
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// normally not set it to more than π, which represents a 180° FOV.
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let min_fov = PI / 5.;
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let max_fov = PI - 0.2;
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// In orthographic projections, we specify sizes in world units. The below values
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// are very roughly similar to the above FOV settings, in terms of how "far away"
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// the subject will appear when used with FixedVertical scaling mode.
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let min_zoom = 5.0;
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let max_zoom = 150.0;
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camera_settings.orthographic_zoom_range = min_zoom..max_zoom;
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camera_settings.orthographic_zoom_speed = 1.0;
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camera_settings.perspective_zoom_range = min_fov..max_fov;
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// Changes in FOV are much more noticeable due to its limited range in radians
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camera_settings.perspective_zoom_speed = 0.05;
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commands.spawn((
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Name::new("Camera"),
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2024-10-05 01:59:52 +00:00
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Camera3d::default(),
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Projection::from(OrthographicProjection {
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scaling_mode: ScalingMode::FixedVertical(camera_settings.orthographic_zoom_range.start),
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..OrthographicProjection::default_3d()
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}),
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Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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2024-09-09 23:30:52 +00:00
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));
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commands.spawn((
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Name::new("Plane"),
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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
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::srgb(0.3, 0.5, 0.3),
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// Turning off culling keeps the plane visible when viewed from beneath.
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cull_mode: None,
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2024-09-09 23:30:52 +00:00
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..default()
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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
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})),
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2024-09-09 23:30:52 +00:00
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));
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commands.spawn((
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2024-09-10 23:40:48 +00:00
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Name::new("Fox"),
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Migrate scenes to required components (#15579)
# Objective
A step in the migration to required components: scenes!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.
## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.
Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.
Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn(SceneBundle {
scene: model_scene,
transform: Transform::from_xyz(-4.0, 0.0, -3.0),
..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn((
SceneRoot(model_scene),
Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
2024-10-01 22:42:11 +00:00
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SceneRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
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),
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// Note: the scale adjustment is purely an accident of our fox model, which renders
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// HUGE unless mitigated!
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Transform::from_translation(Vec3::splat(0.0)).with_scale(Vec3::splat(0.025)),
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2024-09-09 23:30:52 +00:00
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));
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commands.spawn((
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Name::new("Light"),
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2024-10-01 03:20:43 +00:00
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PointLight::default(),
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Transform::from_xyz(3.0, 8.0, 5.0),
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2024-09-09 23:30:52 +00:00
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));
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}
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fn instructions(mut commands: Commands) {
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commands
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.spawn((
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Name::new("Instructions"),
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NodeBundle {
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style: Style {
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align_items: AlignItems::Start,
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::Start,
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width: Val::Percent(100.),
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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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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Scroll mouse wheel to zoom in/out",
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TextStyle::default(),
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));
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parent.spawn(TextBundle::from_section(
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2024-09-10 23:40:48 +00:00
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"Space: switch between orthographic and perspective projections",
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2024-09-09 23:30:52 +00:00
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TextStyle::default(),
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));
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});
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}
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fn switch_projection(
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mut camera: Query<&mut Projection, With<Camera>>,
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camera_settings: Res<CameraSettings>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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) {
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let mut projection = camera.single_mut();
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if keyboard_input.just_pressed(KeyCode::Space) {
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// Switch projection type
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*projection = match *projection {
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Projection::Orthographic(_) => Projection::Perspective(PerspectiveProjection {
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fov: camera_settings.perspective_zoom_range.start,
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..default()
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}),
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Projection::Perspective(_) => Projection::Orthographic(OrthographicProjection {
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scaling_mode: ScalingMode::FixedVertical(
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camera_settings.orthographic_zoom_range.start,
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),
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..OrthographicProjection::default_3d()
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}),
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}
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}
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}
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fn zoom(
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mut camera: Query<&mut Projection, With<Camera>>,
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camera_settings: Res<CameraSettings>,
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mouse_wheel_input: Res<AccumulatedMouseScroll>,
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) {
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let projection = camera.single_mut();
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// Usually, you won't need to handle both types of projection. This is by way of demonstration.
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match projection.into_inner() {
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Projection::Orthographic(ref mut orthographic) => {
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// Get the current scaling_mode value to allow clamping the new value to our zoom range.
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let ScalingMode::FixedVertical(current) = orthographic.scaling_mode else {
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return;
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};
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// Set a new ScalingMode, clamped to a limited range.
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let zoom_level = (current
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+ camera_settings.orthographic_zoom_speed * mouse_wheel_input.delta.y)
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.clamp(
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camera_settings.orthographic_zoom_range.start,
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camera_settings.orthographic_zoom_range.end,
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);
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orthographic.scaling_mode = ScalingMode::FixedVertical(zoom_level);
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}
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Projection::Perspective(ref mut perspective) => {
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// Adjust the field of view, but keep it within our stated range.
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perspective.fov = (perspective.fov
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+ camera_settings.perspective_zoom_speed * mouse_wheel_input.delta.y)
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.clamp(
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camera_settings.perspective_zoom_range.start,
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camera_settings.perspective_zoom_range.end,
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);
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}
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}
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}
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