mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 14:10:19 +00:00
camera: make camera transform in world coordinates instead of the inverse
This commit is contained in:
parent
41dc8a5967
commit
3ee8aa8b0f
22 changed files with 65 additions and 42 deletions
19
crates/bevy_core/src/transform/face_toward.rs
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19
crates/bevy_core/src/transform/face_toward.rs
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@ -0,0 +1,19 @@
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use glam::{Vec3, Mat4};
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pub trait FaceToward {
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fn face_toward(eye: Vec3, center: Vec3, up: Vec3) -> Self;
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}
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impl FaceToward for Mat4 {
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fn face_toward(eye: Vec3, center: Vec3, up: Vec3) -> Self {
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let forward = (eye - center).normalize();
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let right = up.cross(forward).normalize();
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let up = forward.cross(right);
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Mat4::from_cols(
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right.extend(0.0),
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up.extend(0.0),
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forward.extend(0.0),
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eye.extend(1.0),
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)
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}
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}
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@ -1,5 +1,7 @@
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mod hierarchy;
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mod hierarchy;
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mod world_builder;
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mod world_builder;
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mod face_toward;
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pub use hierarchy::*;
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pub use hierarchy::*;
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pub use world_builder::*;
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pub use world_builder::*;
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pub use face_toward::*;
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@ -41,7 +41,7 @@ impl LightRaw {
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far: light.depth.end,
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far: light.depth.end,
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};
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};
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let proj = perspective.get_view_matrix() * *transform;
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let proj = perspective.get_projection_matrix() * *transform;
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let (x, y, z) = translation.0.into();
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let (x, y, z) = translation.0.into();
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LightRaw {
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LightRaw {
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proj: proj.to_cols_array_2d(),
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proj: proj.to_cols_array_2d(),
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@ -7,7 +7,7 @@ use legion::{prelude::*, storage::Component};
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#[derive(Default, Debug, Properties)]
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#[derive(Default, Debug, Properties)]
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pub struct Camera {
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pub struct Camera {
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pub view_matrix: Mat4,
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pub projection_matrix: Mat4,
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pub name: Option<String>,
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pub name: Option<String>,
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}
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}
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@ -29,7 +29,7 @@ pub fn camera_system<T: CameraProjection + Component>() -> Box<dyn Schedulable>
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if let Some(window) = windows.get(event.id) {
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if let Some(window) = windows.get(event.id) {
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for (mut camera, mut camera_projection) in query.iter_mut(world) {
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for (mut camera, mut camera_projection) in query.iter_mut(world) {
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camera_projection.update(window.width as usize, window.height as usize);
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camera_projection.update(window.width as usize, window.height as usize);
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camera.view_matrix = camera_projection.get_view_matrix();
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camera.projection_matrix = camera_projection.get_projection_matrix();
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}
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}
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}
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}
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}
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}
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@ -40,7 +40,7 @@ pub fn camera_system<T: CameraProjection + Component>() -> Box<dyn Schedulable>
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primary_window_resized_event.width,
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primary_window_resized_event.width,
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primary_window_resized_event.height,
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primary_window_resized_event.height,
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);
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);
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camera.view_matrix = camera_projection.get_view_matrix();
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camera.projection_matrix = camera_projection.get_projection_matrix();
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}
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}
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}
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}
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})
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})
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@ -3,7 +3,7 @@ use glam::Mat4;
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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pub trait CameraProjection {
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pub trait CameraProjection {
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fn get_view_matrix(&self) -> Mat4;
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fn get_projection_matrix(&self) -> Mat4;
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fn update(&mut self, width: usize, height: usize);
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fn update(&mut self, width: usize, height: usize);
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}
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}
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@ -16,7 +16,7 @@ pub struct PerspectiveProjection {
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}
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}
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impl CameraProjection for PerspectiveProjection {
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impl CameraProjection for PerspectiveProjection {
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fn get_view_matrix(&self) -> Mat4 {
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fn get_projection_matrix(&self) -> Mat4 {
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let projection = Mat4::perspective_rh_gl(self.fov, self.aspect_ratio, self.near, self.far);
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let projection = Mat4::perspective_rh_gl(self.fov, self.aspect_ratio, self.near, self.far);
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projection
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projection
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}
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}
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@ -55,7 +55,7 @@ pub struct OrthographicProjection {
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}
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}
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impl CameraProjection for OrthographicProjection {
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impl CameraProjection for OrthographicProjection {
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fn get_view_matrix(&self) -> Mat4 {
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fn get_projection_matrix(&self) -> Mat4 {
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let projection = Mat4::orthographic_rh(
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let projection = Mat4::orthographic_rh(
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self.left,
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self.left,
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self.right,
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self.right,
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@ -7,12 +7,13 @@ use legion::{
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systems::{Query, SubWorld},
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systems::{Query, SubWorld},
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};
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};
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#[derive(Debug)]
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pub struct VisibleEntity {
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pub struct VisibleEntity {
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pub entity: Entity,
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pub entity: Entity,
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pub order: FloatOrd,
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pub order: FloatOrd,
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}
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}
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#[derive(Default)]
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#[derive(Default, Debug)]
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pub struct VisibleEntities {
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pub struct VisibleEntities {
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pub value: Vec<VisibleEntity>,
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pub value: Vec<VisibleEntity>,
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}
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}
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@ -41,8 +42,8 @@ pub fn visible_entities_system(
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let order = if let Some(transform) = world.get_component::<Transform>(entity) {
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let order = if let Some(transform) = world.get_component::<Transform>(entity) {
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let position = transform.value.w_axis().truncate();
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let position = transform.value.w_axis().truncate();
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// smaller distances are sorted to lower indices by using the negative distance from the camera
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// smaller distances are sorted to lower indices by using the distance from the camera
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FloatOrd(-(camera_position - position).length())
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FloatOrd((camera_position - position).length())
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} else {
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} else {
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let order = FloatOrd(no_transform_order);
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let order = FloatOrd(no_transform_order);
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no_transform_order += 0.1;
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no_transform_order += 0.1;
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@ -54,7 +55,7 @@ pub fn visible_entities_system(
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})
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})
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}
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}
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visible_entities.value.sort_by_key(|e| e.order)
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visible_entities.value.sort_by_key(|e| e.order);
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// TODO: check for big changes in visible entities len() vs capacity() (ex: 2x) and resize to prevent holding unneeded memory
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// TODO: check for big changes in visible entities len() vs capacity() (ex: 2x) and resize to prevent holding unneeded memory
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}
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}
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@ -81,7 +81,7 @@ impl SystemNode for CameraNode {
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};
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};
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let matrix_size = std::mem::size_of::<[[f32; 4]; 4]>();
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let matrix_size = std::mem::size_of::<[[f32; 4]; 4]>();
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let camera_matrix: [f32; 16] = (camera.view_matrix * transform.value).to_cols_array();
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let camera_matrix: [f32; 16] = (camera.projection_matrix * transform.value.inverse()).to_cols_array();
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let tmp_buffer = render_resource_context.create_buffer_mapped(
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let tmp_buffer = render_resource_context.create_buffer_mapped(
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BufferInfo {
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BufferInfo {
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@ -91,17 +91,17 @@ impl Node for MainPassNode {
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TextureAttachment::Id(input.get(input_index).unwrap().get_texture().unwrap());
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TextureAttachment::Id(input.get(input_index).unwrap().get_texture().unwrap());
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}
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}
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for camera_name in self.cameras.iter() {
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render_context.begin_pass(
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let visible_entities = if let Some(camera_entity) = active_cameras.get(camera_name) {
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&self.descriptor,
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world.get_component::<VisibleEntities>(camera_entity).unwrap()
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&render_resource_bindings,
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} else {
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&mut |render_pass| {
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continue;
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for camera_name in self.cameras.iter() {
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};
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let visible_entities = if let Some(camera_entity) = active_cameras.get(camera_name) {
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world.get_component::<VisibleEntities>(camera_entity).unwrap()
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} else {
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continue;
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};
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render_context.begin_pass(
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&self.descriptor,
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&render_resource_bindings,
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&mut |render_pass| {
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let mut draw_state = DrawState::default();
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let mut draw_state = DrawState::default();
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for visible_entity in visible_entities.iter() {
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for visible_entity in visible_entities.iter() {
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let draw = if let Some(draw) = world.get_component::<Draw>(visible_entity.entity) {
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let draw = if let Some(draw) = world.get_component::<Draw>(visible_entity.entity) {
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@ -170,9 +170,9 @@ impl Node for MainPassNode {
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}
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}
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}
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}
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}
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}
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},
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}
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);
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},
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}
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);
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}
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}
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}
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}
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@ -27,7 +27,7 @@ impl Transform {
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/// This creates a new `LocalToWorld` transform with the `sync` field set to `false`.
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/// This creates a new `LocalToWorld` transform with the `sync` field set to `false`.
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/// While `sync` is false, position, rotation, and scale components will not be synced to the transform.
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/// While `sync` is false, position, rotation, and scale components will not be synced to the transform.
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/// This is helpful if you want to manually set the transform to a value (ex: Mat4::look_at_rh)
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/// This is helpful if you want to manually set the transform to a value (ex: Mat4::face_toward)
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#[inline(always)]
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#[inline(always)]
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pub fn new_sync_disabled(value: Mat4) -> Self {
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pub fn new_sync_disabled(value: Mat4) -> Self {
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Transform { value, sync: false }
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Transform { value, sync: false }
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@ -50,7 +50,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.add_entity(PerspectiveCameraEntity {
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.add_entity(PerspectiveCameraEntity {
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transform: Transform::new_sync_disabled(Mat4::look_at_rh(
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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Vec3::new(0.0, 0.0, 1.0),
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@ -39,7 +39,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.add_entity(PerspectiveCameraEntity {
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.add_entity(PerspectiveCameraEntity {
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transform: Transform::new_sync_disabled(Mat4::look_at_rh(
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(2.0, -6.0, 2.0),
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Vec3::new(2.0, -6.0, 2.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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Vec3::new(0.0, 0.0, 1.0),
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@ -53,7 +53,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.add_entity(PerspectiveCameraEntity {
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.add_entity(PerspectiveCameraEntity {
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transform: Transform::new_sync_disabled(Mat4::look_at_rh(
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(5.0, 10.0, 10.0),
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Vec3::new(5.0, 10.0, 10.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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Vec3::new(0.0, 0.0, 1.0),
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@ -63,7 +63,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.add_entity(PerspectiveCameraEntity {
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.add_entity(PerspectiveCameraEntity {
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transform: Transform::new_sync_disabled(Mat4::look_at_rh(
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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Vec3::new(0.0, 0.0, 1.0),
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@ -67,7 +67,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.add_entity(PerspectiveCameraEntity {
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.add_entity(PerspectiveCameraEntity {
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transform: Transform::new_sync_disabled(Mat4::look_at_rh(
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(3.0, -8.0, 5.0),
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Vec3::new(3.0, -8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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Vec3::new(0.0, 0.0, 1.0),
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@ -24,9 +24,11 @@ fn camera_order_color_system(
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) {
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) {
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for (_camera, visible_entities) in camera_query.iter(world) {
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for (_camera, visible_entities) in camera_query.iter(world) {
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for visible_entity in visible_entities.iter() {
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for visible_entity in visible_entities.iter() {
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if let Some(material_handle) = world.get_component::<Handle<StandardMaterial>>(visible_entity.entity) {
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if let Some(material_handle) =
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world.get_component::<Handle<StandardMaterial>>(visible_entity.entity)
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{
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let material = materials.get_mut(&material_handle).unwrap();
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let material = materials.get_mut(&material_handle).unwrap();
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let value = 1.0 - (20.0 + visible_entity.order.0) / 7.0;
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let value = 1.0 - (visible_entity.order.0 - 10.0) / 7.0;
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material.albedo = Color::rgb(value, value, value);
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material.albedo = Color::rgb(value, value, value);
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}
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}
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}
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}
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@ -40,7 +42,6 @@ fn setup(
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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) {
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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command_buffer
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command_buffer
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.build()
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.build()
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// parent cube
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// parent cube
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@ -83,7 +84,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.add_entity(PerspectiveCameraEntity {
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.add_entity(PerspectiveCameraEntity {
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transform: Transform::new_sync_disabled(Mat4::look_at_rh(
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(5.0, 10.0, 10.0),
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Vec3::new(5.0, 10.0, 10.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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Vec3::new(0.0, 0.0, 1.0),
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|
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@ -35,7 +35,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.add_entity(PerspectiveCameraEntity {
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.add_entity(PerspectiveCameraEntity {
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transform: Transform::new_sync_disabled(Mat4::look_at_rh(
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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Vec3::new(0.0, 0.0, 1.0),
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|
|
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@ -72,7 +72,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.add_entity(PerspectiveCameraEntity {
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.add_entity(PerspectiveCameraEntity {
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transform: Transform::new_sync_disabled(Mat4::look_at_rh(
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(0.0, -10.0, 3.0),
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Vec3::new(0.0, -10.0, 3.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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Vec3::new(0.0, 0.0, 1.0),
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|
|
|
@ -47,7 +47,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.add_entity(PerspectiveCameraEntity {
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.add_entity(PerspectiveCameraEntity {
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transform: Transform::new_sync_disabled(Mat4::look_at_rh(
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(2.0, -6.0, 2.0),
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Vec3::new(2.0, -6.0, 2.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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Vec3::new(0.0, 0.0, 1.0),
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|
|
|
@ -103,7 +103,7 @@ fn setup(
|
||||||
})
|
})
|
||||||
// camera
|
// camera
|
||||||
.add_entity(PerspectiveCameraEntity {
|
.add_entity(PerspectiveCameraEntity {
|
||||||
transform: Transform::new_sync_disabled(Mat4::look_at_rh(
|
transform: Transform::new_sync_disabled(Mat4::face_toward(
|
||||||
Vec3::new(3.0, 8.0, 5.0),
|
Vec3::new(3.0, 8.0, 5.0),
|
||||||
Vec3::new(0.0, 0.0, 0.0),
|
Vec3::new(0.0, 0.0, 0.0),
|
||||||
Vec3::new(0.0, 0.0, 1.0),
|
Vec3::new(0.0, 0.0, 1.0),
|
||||||
|
|
|
@ -146,7 +146,7 @@ fn setup(
|
||||||
})
|
})
|
||||||
// camera
|
// camera
|
||||||
.add_entity(PerspectiveCameraEntity {
|
.add_entity(PerspectiveCameraEntity {
|
||||||
transform: Transform::new_sync_disabled(Mat4::look_at_rh(
|
transform: Transform::new_sync_disabled(Mat4::face_toward(
|
||||||
Vec3::new(3.0, 8.0, 5.0),
|
Vec3::new(3.0, 8.0, 5.0),
|
||||||
Vec3::new(0.0, 0.0, 0.0),
|
Vec3::new(0.0, 0.0, 0.0),
|
||||||
Vec3::new(0.0, 0.0, 1.0),
|
Vec3::new(0.0, 0.0, 1.0),
|
||||||
|
|
|
@ -48,7 +48,7 @@ fn setup(
|
||||||
// })
|
// })
|
||||||
// // 3d camera
|
// // 3d camera
|
||||||
// .add_entity(CameraEntity {
|
// .add_entity(CameraEntity {
|
||||||
// transform: Transform(Mat4::look_at_rh(
|
// transform: Transform(Mat4::face_toward(
|
||||||
// Vec3::new(3.0, 8.0, 5.0),
|
// Vec3::new(3.0, 8.0, 5.0),
|
||||||
// Vec3::new(0.0, 0.0, 0.0),
|
// Vec3::new(0.0, 0.0, 0.0),
|
||||||
// Vec3::new(0.0, 0.0, 1.0),
|
// Vec3::new(0.0, 0.0, 1.0),
|
||||||
|
|
|
@ -6,7 +6,7 @@ pub use crate::{
|
||||||
asset::{AddAsset, AssetEvent, AssetServer, Assets, Handle},
|
asset::{AddAsset, AssetEvent, AssetServer, Assets, Handle},
|
||||||
core::{
|
core::{
|
||||||
time::{Time, Timer},
|
time::{Time, Timer},
|
||||||
transform::{CommandBufferBuilderSource, WorldBuilder, WorldBuilderSource},
|
transform::{CommandBufferBuilderSource, WorldBuilder, WorldBuilderSource, FaceToward},
|
||||||
},
|
},
|
||||||
diagnostic::DiagnosticsPlugin,
|
diagnostic::DiagnosticsPlugin,
|
||||||
input::{keyboard::KeyCode, mouse::MouseButton, Input},
|
input::{keyboard::KeyCode, mouse::MouseButton, Input},
|
||||||
|
|
Loading…
Reference in a new issue