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Document Camera coordinate space (#13012)
# Objective Missing docs ## Solution Add docs paraphrased from the Cart's mouth: https://discord.com/channels/691052431525675048/691052431974465548/1172305792154738759 > It follows the natural "results" of right handed y-up. The default camera will face "forward" in -Z, with +X being "right". The RH y-up setup is reasonably common. Thats why I asked for existing examples.I think we should appeal to the masses here / see how other RH Y-up 3D packages / engines handle this --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
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@ -15,6 +15,8 @@ use bevy_transform::prelude::{GlobalTransform, Transform};
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use serde::{Deserialize, Serialize};
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/// Configuration for the "main 3d render graph".
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/// The camera coordinate space is right-handed x-right, y-up, z-back.
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/// This means "forward" is -Z.
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#[derive(Component, Reflect, Clone, ExtractComponent)]
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#[extract_component_filter(With<Camera>)]
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#[reflect(Component)]
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@ -133,6 +135,8 @@ pub enum ScreenSpaceTransmissionQuality {
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Ultra,
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}
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/// The camera coordinate space is right-handed x-right, y-up, z-back.
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/// This means "forward" is -Z.
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#[derive(Bundle, Clone)]
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pub struct Camera3dBundle {
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pub camera: Camera,
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