bevy/examples/camera/first_person_view_model.rs

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Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
//! This example showcases a 3D first-person camera.
//!
//! The setup presented here is a very common way of organizing a first-person game
//! where the player can see their own arms. We use two industry terms to differentiate
//! the kinds of models we have:
//!
//! - The *view model* is the model that represents the player's body.
//! - The *world model* is everything else.
//!
//! ## Motivation
//!
//! The reason for this distinction is that these two models should be rendered with different field of views (FOV).
//! The view model is typically designed and animated with a very specific FOV in mind, so it is
//! generally *fixed* and cannot be changed by a player. The world model, on the other hand, should
//! be able to change its FOV to accommodate the player's preferences for the following reasons:
//! - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help.
//! - *Tactical preference*: Does the player want to see more of the battlefield?
//! Or have a more zoomed-in view for precision aiming?
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
//! - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV?
//! Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen?
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
//!
//! ## Implementation
//!
//! The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed
//! FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player.
//!
//! We use different `RenderLayers` to select what to render.
//!
//! - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0.
//! All static objects in the scene are also on layer 0 for the same reason.
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
//! - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects
//! explicitly assigned to layer 1. The arm of the player is one such object.
//! The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model.
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
//! - The light source in the scene must illuminate both the view model and the world model, so it is
//! assigned to both layers 0 and 1.
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:---------------------|:--------------|
//! | mouse | Look around |
//! | arrow up | Decrease FOV |
//! | arrow down | Increase FOV |
use std::f32::consts::FRAC_PI_2;
use bevy::{
color::palettes::tailwind, input::mouse::AccumulatedMouseMotion, pbr::NotShadowCaster,
prelude::*, render::view::RenderLayers,
};
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(
Startup,
(
spawn_view_model,
spawn_world_model,
spawn_lights,
spawn_text,
),
)
.add_systems(Update, (move_player, change_fov))
.run();
}
#[derive(Debug, Component)]
struct Player;
#[derive(Debug, Component, Deref, DerefMut)]
struct CameraSensitivity(Vec2);
impl Default for CameraSensitivity {
fn default() -> Self {
Self(
// These factors are just arbitrary mouse sensitivity values.
// It's often nicer to have a faster horizontal sensitivity than vertical.
// We use a component for them so that we can make them user-configurable at runtime
// for accessibility reasons.
// It also allows you to inspect them in an editor if you `Reflect` the component.
Vec2::new(0.003, 0.002),
)
}
}
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
#[derive(Debug, Component)]
struct WorldModelCamera;
/// Used implicitly by all entities without a `RenderLayers` component.
/// Our world model camera and all objects other than the player are on this layer.
/// The light source belongs to both layers.
const DEFAULT_RENDER_LAYER: usize = 0;
/// Used by the view model camera and the player's arm.
/// The light source belongs to both layers.
const VIEW_MODEL_RENDER_LAYER: usize = 1;
fn spawn_view_model(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let arm = meshes.add(Cuboid::new(0.1, 0.1, 0.5));
let arm_material = materials.add(Color::from(tailwind::TEAL_200));
commands
.spawn((
Player,
CameraSensitivity::default(),
2024-10-13 17:28:22 +00:00
Transform::from_xyz(0.0, 1.0, 0.0),
Visibility::default(),
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
))
.with_children(|parent| {
parent.spawn((
WorldModelCamera,
Camera3d::default(),
Projection::from(PerspectiveProjection {
fov: 90.0_f32.to_radians(),
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
..default()
}),
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
));
// Spawn view model camera.
parent.spawn((
Camera3d::default(),
Camera {
// Bump the order to render on top of the world model.
order: 1,
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
..default()
},
Projection::from(PerspectiveProjection {
fov: 70.0_f32.to_radians(),
..default()
}),
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
// Only render objects belonging to the view model.
RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
));
// Spawn the player's right arm.
parent.spawn((
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(arm),
MeshMaterial3d(arm_material),
Transform::from_xyz(0.2, -0.1, -0.25),
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
// Ensure the arm is only rendered by the view model camera.
RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
// The arm is free-floating, so shadows would look weird.
NotShadowCaster,
));
});
}
fn spawn_world_model(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let floor = meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(10.0)));
let cube = meshes.add(Cuboid::new(2.0, 0.5, 1.0));
let material = materials.add(Color::WHITE);
// The world model camera will render the floor and the cubes spawned in this system.
// Assigning no `RenderLayers` component defaults to layer 0.
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((Mesh3d(floor), MeshMaterial3d(material.clone())));
commands.spawn((
Mesh3d(cube.clone()),
MeshMaterial3d(material.clone()),
Transform::from_xyz(0.0, 0.25, -3.0),
));
commands.spawn((
Mesh3d(cube),
MeshMaterial3d(material),
Transform::from_xyz(0.75, 1.75, 0.0),
));
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
}
fn spawn_lights(mut commands: Commands) {
commands.spawn((
PointLight {
color: Color::from(tailwind::ROSE_300),
shadows_enabled: true,
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
..default()
},
Transform::from_xyz(-2.0, 4.0, -0.75),
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
// The light source illuminates both the world model and the view model.
RenderLayers::from_layers(&[DEFAULT_RENDER_LAYER, VIEW_MODEL_RENDER_LAYER]),
));
}
fn spawn_text(mut commands: Commands) {
commands
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
.spawn(Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
})
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
.with_child(Text::new(concat!(
"Move the camera with your mouse.\n",
"Press arrow up to decrease the FOV of the world model.\n",
"Press arrow down to increase the FOV of the world model."
)));
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
}
fn move_player(
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
player: Single<(&mut Transform, &CameraSensitivity), With<Player>>,
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
) {
let (mut transform, camera_sensitivity) = player.into_inner();
let delta = accumulated_mouse_motion.delta;
if delta != Vec2::ZERO {
// Note that we are not multiplying by delta_time here.
// The reason is that for mouse movement, we already get the full movement that happened since the last frame.
// This means that if we multiply by delta_time, we will get a smaller rotation than intended by the user.
// This situation is reversed when reading e.g. analog input from a gamepad however, where the same rules
// as for keyboard input apply. Such an input should be multiplied by delta_time to get the intended rotation
// independent of the framerate.
let delta_yaw = -delta.x * camera_sensitivity.x;
let delta_pitch = -delta.y * camera_sensitivity.y;
let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
let yaw = yaw + delta_yaw;
// If the pitch was ±¹⁄₂ π, the camera would look straight up or down.
// When the user wants to move the camera back to the horizon, which way should the camera face?
// The camera has no way of knowing what direction was "forward" before landing in that extreme position,
// so the direction picked will for all intents and purposes be arbitrary.
// Another issue is that for mathematical reasons, the yaw will effectively be flipped when the pitch is at the extremes.
// To not run into these issues, we clamp the pitch to a safe range.
const PITCH_LIMIT: f32 = FRAC_PI_2 - 0.01;
let pitch = (pitch + delta_pitch).clamp(-PITCH_LIMIT, PITCH_LIMIT);
transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
}
}
fn change_fov(
input: Res<ButtonInput<KeyCode>>,
mut world_model_projection: Single<&mut Projection, With<WorldModelCamera>>,
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
) {
let Projection::Perspective(ref mut perspective) = world_model_projection.as_mut() else {
Add first person view model example (#13828) # Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of #12658 - Addresses parts of #12588 --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
unreachable!(
"The `Projection` component was explicitly built with `Projection::Perspective`"
);
};
if input.pressed(KeyCode::ArrowUp) {
perspective.fov -= 1.0_f32.to_radians();
perspective.fov = perspective.fov.max(20.0_f32.to_radians());
}
if input.pressed(KeyCode::ArrowDown) {
perspective.fov += 1.0_f32.to_radians();
perspective.fov = perspective.fov.min(160.0_f32.to_radians());
}
}