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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vero 2024-04-18 06:02:15 -07:00 committed by GitHub
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@ -15,6 +15,8 @@ use bevy_transform::prelude::{GlobalTransform, Transform};
use serde::{Deserialize, Serialize};
/// Configuration for the "main 3d render graph".
/// The camera coordinate space is right-handed x-right, y-up, z-back.
/// This means "forward" is -Z.
#[derive(Component, Reflect, Clone, ExtractComponent)]
#[extract_component_filter(With<Camera>)]
#[reflect(Component)]
@ -133,6 +135,8 @@ pub enum ScreenSpaceTransmissionQuality {
Ultra,
}
/// The camera coordinate space is right-handed x-right, y-up, z-back.
/// This means "forward" is -Z.
#[derive(Bundle, Clone)]
pub struct Camera3dBundle {
pub camera: Camera,