Add `sub_camera_view`, enabling sheared projection (#15537)
# Objective
- This PR fixes #12488
## Solution
- This PR adds a new property to `Camera` that emulates the
functionality of the
[setViewOffset()](https://threejs.org/docs/#api/en/cameras/PerspectiveCamera.setViewOffset)
API in three.js.
- When set, the perspective and orthographic projections will restrict
the visible area of the camera to a part of the view frustum defined by
`offset` and `size`.
## Testing
- In the new `camera_sub_view` example, a fixed, moving and control sub
view is created for both perspective and orthographic projection
- Run the example with `cargo run --example camera_sub_view`
- The code can be tested by adding a `SubCameraView` to a camera
---
## Showcase
![image](https://github.com/user-attachments/assets/75ac45fc-d75d-4664-8ef6-ff7865297c25)
- Left Half: Perspective Projection
- Right Half: Orthographic Projection
- Small boxes in order:
- Sub view of the left half of the full image
- Sub view moving from the top left to the bottom right of the full
image
- Sub view of the full image (acting as a control)
- Large box: No sub view
<details>
<summary>Shortened camera setup of `camera_sub_view` example</summary>
```rust
// Main perspective Camera
commands.spawn(Camera3dBundle {
transform,
..default()
});
// Perspective camera left half
commands.spawn(Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the left half of the full image
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(250, 500),
}),
order: 1,
..default()
},
transform,
..default()
});
// Perspective camera moving
commands.spawn((
Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(100, 100),
}),
order: 2,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Perspective camera control
commands.spawn(Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view to the full image, to ensure that it matches
// the projection without sub view
full_size: uvec2(450, 450),
offset: ivec2(0, 0),
size: uvec2(450, 450),
}),
order: 3,
..default()
},
transform,
..default()
});
// Main orthographic camera
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
order: 4,
..default()
},
transform,
..default()
});
// Orthographic camera left half
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the left half of the full image
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(250, 500),
}),
order: 5,
..default()
},
transform,
..default()
});
// Orthographic camera moving
commands.spawn((
Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(100, 100),
}),
order: 6,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Orthographic camera control
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view to the full image, to ensure that it matches
// the projection without sub view
full_size: uvec2(450, 450),
offset: ivec2(0, 0),
size: uvec2(450, 450),
}),
order: 7,
..default()
},
transform,
..default()
});
```
</details>
2024-10-01 14:11:24 +00:00
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//! Demonstrates different sub view effects.
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//!
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//! A sub view is essentially a smaller section of a larger viewport. Some use
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//! cases include:
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//! - Split one image across multiple cameras, for use in a multimonitor setups
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//! - Magnify a section of the image, by rendering a small sub view in another
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//! camera
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//! - Rapidly change the sub view offset to get a screen shake effect
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use bevy::{
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prelude::*,
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render::camera::{ScalingMode, SubCameraView, Viewport},
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};
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const PADDING: u32 = 10;
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const SMALL_SIZE: u32 = 100;
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const LARGE_SIZE: u32 = 450;
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const WINDOW_HEIGHT: f32 = (LARGE_SIZE + PADDING * 3 + SMALL_SIZE) as f32;
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const WINDOW_WIDTH: f32 = (LARGE_SIZE * 2 + PADDING * 3) as f32;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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// Fix window size to avoid issues with viewports on resizing
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resize_constraints: WindowResizeConstraints {
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min_width: WINDOW_WIDTH,
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min_height: WINDOW_HEIGHT,
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max_width: WINDOW_WIDTH,
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max_height: WINDOW_HEIGHT,
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},
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, move_camera_view)
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.run();
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}
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#[derive(Debug, Component)]
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struct MovingCameraMarker;
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/// Set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let transform = Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y);
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// Plane
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Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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));
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Add `sub_camera_view`, enabling sheared projection (#15537)
# Objective
- This PR fixes #12488
## Solution
- This PR adds a new property to `Camera` that emulates the
functionality of the
[setViewOffset()](https://threejs.org/docs/#api/en/cameras/PerspectiveCamera.setViewOffset)
API in three.js.
- When set, the perspective and orthographic projections will restrict
the visible area of the camera to a part of the view frustum defined by
`offset` and `size`.
## Testing
- In the new `camera_sub_view` example, a fixed, moving and control sub
view is created for both perspective and orthographic projection
- Run the example with `cargo run --example camera_sub_view`
- The code can be tested by adding a `SubCameraView` to a camera
---
## Showcase
![image](https://github.com/user-attachments/assets/75ac45fc-d75d-4664-8ef6-ff7865297c25)
- Left Half: Perspective Projection
- Right Half: Orthographic Projection
- Small boxes in order:
- Sub view of the left half of the full image
- Sub view moving from the top left to the bottom right of the full
image
- Sub view of the full image (acting as a control)
- Large box: No sub view
<details>
<summary>Shortened camera setup of `camera_sub_view` example</summary>
```rust
// Main perspective Camera
commands.spawn(Camera3dBundle {
transform,
..default()
});
// Perspective camera left half
commands.spawn(Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the left half of the full image
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(250, 500),
}),
order: 1,
..default()
},
transform,
..default()
});
// Perspective camera moving
commands.spawn((
Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(100, 100),
}),
order: 2,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Perspective camera control
commands.spawn(Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view to the full image, to ensure that it matches
// the projection without sub view
full_size: uvec2(450, 450),
offset: ivec2(0, 0),
size: uvec2(450, 450),
}),
order: 3,
..default()
},
transform,
..default()
});
// Main orthographic camera
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
order: 4,
..default()
},
transform,
..default()
});
// Orthographic camera left half
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the left half of the full image
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(250, 500),
}),
order: 5,
..default()
},
transform,
..default()
});
// Orthographic camera moving
commands.spawn((
Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(100, 100),
}),
order: 6,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Orthographic camera control
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view to the full image, to ensure that it matches
// the projection without sub view
full_size: uvec2(450, 450),
offset: ivec2(0, 0),
size: uvec2(450, 450),
}),
order: 7,
..default()
},
transform,
..default()
});
```
</details>
2024-10-01 14:11:24 +00:00
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// Cube
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
|
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Transform::from_xyz(0.0, 0.5, 0.0),
|
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|
));
|
Add `sub_camera_view`, enabling sheared projection (#15537)
# Objective
- This PR fixes #12488
## Solution
- This PR adds a new property to `Camera` that emulates the
functionality of the
[setViewOffset()](https://threejs.org/docs/#api/en/cameras/PerspectiveCamera.setViewOffset)
API in three.js.
- When set, the perspective and orthographic projections will restrict
the visible area of the camera to a part of the view frustum defined by
`offset` and `size`.
## Testing
- In the new `camera_sub_view` example, a fixed, moving and control sub
view is created for both perspective and orthographic projection
- Run the example with `cargo run --example camera_sub_view`
- The code can be tested by adding a `SubCameraView` to a camera
---
## Showcase
![image](https://github.com/user-attachments/assets/75ac45fc-d75d-4664-8ef6-ff7865297c25)
- Left Half: Perspective Projection
- Right Half: Orthographic Projection
- Small boxes in order:
- Sub view of the left half of the full image
- Sub view moving from the top left to the bottom right of the full
image
- Sub view of the full image (acting as a control)
- Large box: No sub view
<details>
<summary>Shortened camera setup of `camera_sub_view` example</summary>
```rust
// Main perspective Camera
commands.spawn(Camera3dBundle {
transform,
..default()
});
// Perspective camera left half
commands.spawn(Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the left half of the full image
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(250, 500),
}),
order: 1,
..default()
},
transform,
..default()
});
// Perspective camera moving
commands.spawn((
Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(100, 100),
}),
order: 2,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Perspective camera control
commands.spawn(Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view to the full image, to ensure that it matches
// the projection without sub view
full_size: uvec2(450, 450),
offset: ivec2(0, 0),
size: uvec2(450, 450),
}),
order: 3,
..default()
},
transform,
..default()
});
// Main orthographic camera
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
order: 4,
..default()
},
transform,
..default()
});
// Orthographic camera left half
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the left half of the full image
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(250, 500),
}),
order: 5,
..default()
},
transform,
..default()
});
// Orthographic camera moving
commands.spawn((
Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(100, 100),
}),
order: 6,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Orthographic camera control
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view to the full image, to ensure that it matches
// the projection without sub view
full_size: uvec2(450, 450),
offset: ivec2(0, 0),
size: uvec2(450, 450),
}),
order: 7,
..default()
},
transform,
..default()
});
```
</details>
2024-10-01 14:11:24 +00:00
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// Light
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commands.spawn((
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|
PointLight {
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shadows_enabled: true,
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|
..default()
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|
},
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|
|
Transform::from_xyz(4.0, 8.0, 4.0),
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|
));
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|
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|
// Main perspective Camera
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|
|
commands.spawn(Camera3dBundle {
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|
|
camera: Camera {
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|
viewport: Option::from(Viewport {
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|
physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
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|
|
physical_position: UVec2::new(PADDING, PADDING * 2 + SMALL_SIZE),
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|
|
|
..default()
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|
|
|
}),
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|
|
|
..default()
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|
|
},
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|
transform,
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|
|
|
..default()
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|
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});
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|
// Perspective camera left half
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|
|
commands.spawn(Camera3dBundle {
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|
|
camera: Camera {
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|
|
viewport: Option::from(Viewport {
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|
|
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
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|
|
physical_position: UVec2::new(PADDING, PADDING),
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|
|
..default()
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|
|
}),
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|
|
sub_camera_view: Some(SubCameraView {
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|
|
// Set the sub view camera to the right half of the full image
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|
|
//
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|
|
// The values of `full_size` and `size` do not have to be the
|
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|
|
// exact values of your physical viewport. The important part is
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|
|
// the ratio between them.
|
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|
|
full_size: UVec2::new(10, 10),
|
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|
|
// The `offset` is also relative to the values in `full_size`
|
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|
|
// and `size`
|
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|
|
offset: Vec2::new(5.0, 0.0),
|
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|
|
size: UVec2::new(5, 10),
|
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|
|
}),
|
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|
|
order: 1,
|
|
|
|
..default()
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|
|
},
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|
|
transform,
|
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|
|
..default()
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|
});
|
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|
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|
|
|
|
// Perspective camera moving
|
|
|
|
commands.spawn((
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|
|
Camera3dBundle {
|
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|
|
camera: Camera {
|
|
|
|
viewport: Option::from(Viewport {
|
|
|
|
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
|
|
|
|
physical_position: UVec2::new(PADDING * 2 + SMALL_SIZE, PADDING),
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
sub_camera_view: Some(SubCameraView {
|
|
|
|
// Set the sub view camera to a fifth of the full view and
|
|
|
|
// move it in another system
|
|
|
|
full_size: UVec2::new(500, 500),
|
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|
|
offset: Vec2::ZERO,
|
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|
|
size: UVec2::new(100, 100),
|
|
|
|
}),
|
|
|
|
order: 2,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
transform,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
MovingCameraMarker,
|
|
|
|
));
|
|
|
|
|
|
|
|
// Perspective camera control
|
|
|
|
commands.spawn(Camera3dBundle {
|
|
|
|
camera: Camera {
|
|
|
|
viewport: Option::from(Viewport {
|
|
|
|
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
|
|
|
|
physical_position: UVec2::new(PADDING * 3 + SMALL_SIZE * 2, PADDING),
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
sub_camera_view: Some(SubCameraView {
|
|
|
|
// Set the sub view to the full image, to ensure that it matches
|
|
|
|
// the projection without sub view
|
|
|
|
full_size: UVec2::new(450, 450),
|
|
|
|
offset: Vec2::ZERO,
|
|
|
|
size: UVec2::new(450, 450),
|
|
|
|
}),
|
|
|
|
order: 3,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
transform,
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
// Main orthographic camera
|
|
|
|
commands.spawn(Camera3dBundle {
|
|
|
|
projection: OrthographicProjection {
|
|
|
|
scaling_mode: ScalingMode::FixedVertical(6.0),
|
|
|
|
..OrthographicProjection::default_3d()
|
|
|
|
}
|
|
|
|
.into(),
|
|
|
|
camera: Camera {
|
|
|
|
viewport: Option::from(Viewport {
|
|
|
|
physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
|
|
|
|
physical_position: UVec2::new(PADDING * 2 + LARGE_SIZE, PADDING * 2 + SMALL_SIZE),
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
order: 4,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
transform,
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
// Orthographic camera left half
|
|
|
|
commands.spawn(Camera3dBundle {
|
|
|
|
projection: OrthographicProjection {
|
|
|
|
scaling_mode: ScalingMode::FixedVertical(6.0),
|
|
|
|
..OrthographicProjection::default_3d()
|
|
|
|
}
|
|
|
|
.into(),
|
|
|
|
camera: Camera {
|
|
|
|
viewport: Option::from(Viewport {
|
|
|
|
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
|
|
|
|
physical_position: UVec2::new(PADDING * 5 + SMALL_SIZE * 4, PADDING),
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
sub_camera_view: Some(SubCameraView {
|
|
|
|
// Set the sub view camera to the left half of the full image.
|
|
|
|
//
|
|
|
|
// The values of `full_size` and `size` do not have to be the
|
|
|
|
// exact values of your physical viewport. The important part is
|
|
|
|
// the ratio between them.
|
|
|
|
full_size: UVec2::new(2, 2),
|
|
|
|
offset: Vec2::ZERO,
|
|
|
|
size: UVec2::new(1, 2),
|
|
|
|
}),
|
|
|
|
order: 5,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
transform,
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
// Orthographic camera moving
|
|
|
|
commands.spawn((
|
|
|
|
Camera3dBundle {
|
|
|
|
projection: OrthographicProjection {
|
|
|
|
scaling_mode: ScalingMode::FixedVertical(6.0),
|
|
|
|
..OrthographicProjection::default_3d()
|
|
|
|
}
|
|
|
|
.into(),
|
|
|
|
camera: Camera {
|
|
|
|
viewport: Option::from(Viewport {
|
|
|
|
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
|
|
|
|
physical_position: UVec2::new(PADDING * 6 + SMALL_SIZE * 5, PADDING),
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
sub_camera_view: Some(SubCameraView {
|
|
|
|
// Set the sub view camera to a fifth of the full view and
|
|
|
|
// move it in another system
|
|
|
|
full_size: UVec2::new(500, 500),
|
|
|
|
offset: Vec2::ZERO,
|
|
|
|
size: UVec2::new(100, 100),
|
|
|
|
}),
|
|
|
|
order: 6,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
transform,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
MovingCameraMarker,
|
|
|
|
));
|
|
|
|
|
|
|
|
// Orthographic camera control
|
|
|
|
commands.spawn(Camera3dBundle {
|
|
|
|
projection: OrthographicProjection {
|
|
|
|
scaling_mode: ScalingMode::FixedVertical(6.0),
|
|
|
|
..OrthographicProjection::default_3d()
|
|
|
|
}
|
|
|
|
.into(),
|
|
|
|
camera: Camera {
|
|
|
|
viewport: Option::from(Viewport {
|
|
|
|
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
|
|
|
|
physical_position: UVec2::new(PADDING * 7 + SMALL_SIZE * 6, PADDING),
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
sub_camera_view: Some(SubCameraView {
|
|
|
|
// Set the sub view to the full image, to ensure that it matches
|
|
|
|
// the projection without sub view
|
|
|
|
full_size: UVec2::new(450, 450),
|
|
|
|
offset: Vec2::ZERO,
|
|
|
|
size: UVec2::new(450, 450),
|
|
|
|
}),
|
|
|
|
order: 7,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
transform,
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
fn move_camera_view(
|
|
|
|
mut movable_camera_query: Query<&mut Camera, With<MovingCameraMarker>>,
|
|
|
|
time: Res<Time>,
|
|
|
|
) {
|
|
|
|
for mut camera in movable_camera_query.iter_mut() {
|
|
|
|
if let Some(sub_view) = &mut camera.sub_camera_view {
|
|
|
|
sub_view.offset.x = (time.elapsed_seconds() * 150.) % 450.0 - 50.0;
|
|
|
|
sub_view.offset.y = sub_view.offset.x;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|