mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
Update split_screen
example with 4 cameras (#12010)
# Objective Improve `split_screen` example to use 4 cameras. This serves as a visual regression test for #12006. ## Solution With the fix of #11968: ![image](https://github.com/bevyengine/bevy/assets/6532395/57e9e013-7d23-429f-98ac-c6542d6b4bea) Without (current `main`): ![image](https://github.com/bevyengine/bevy/assets/6532395/0b2a88a4-97f8-408d-8a0e-ce917efc668d)
This commit is contained in:
parent
1d0ea78f36
commit
5a74ff6f5e
1 changed files with 68 additions and 96 deletions
|
@ -50,81 +50,65 @@ fn setup(
|
|||
..default()
|
||||
});
|
||||
|
||||
// Left Camera
|
||||
let left_camera = commands
|
||||
.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.0, 200.0, -100.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
},
|
||||
LeftCamera,
|
||||
))
|
||||
.id();
|
||||
// Cameras and their dedicated UI
|
||||
for (index, (camera_name, camera_pos)) in [
|
||||
("Player 1", Vec3::new(0.0, 200.0, -150.0)),
|
||||
("Player 2", Vec3::new(150.0, 150., 50.0)),
|
||||
("Player 3", Vec3::new(100.0, 150., -150.0)),
|
||||
("Player 4", Vec3::new(-100.0, 80., 150.0)),
|
||||
]
|
||||
.iter()
|
||||
.enumerate()
|
||||
{
|
||||
let camera = commands
|
||||
.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_translation(*camera_pos)
|
||||
.looking_at(Vec3::ZERO, Vec3::Y),
|
||||
camera: Camera {
|
||||
// Renders cameras with different priorities to prevent ambiguities
|
||||
order: index as isize,
|
||||
// Don't clear after the first camera because the first camera already cleared the entire window
|
||||
clear_color: if index > 0 {
|
||||
ClearColorConfig::None
|
||||
} else {
|
||||
ClearColorConfig::default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
CameraPosition {
|
||||
pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
|
||||
},
|
||||
))
|
||||
.id();
|
||||
|
||||
// Right Camera
|
||||
let right_camera = commands
|
||||
.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(100.0, 100., 150.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
camera: Camera {
|
||||
// Renders the right camera after the left camera, which has a default priority of 0
|
||||
order: 1,
|
||||
// don't clear on the second camera because the first camera already cleared the window
|
||||
clear_color: ClearColorConfig::None,
|
||||
// Set up UI
|
||||
commands
|
||||
.spawn((
|
||||
TargetCamera(camera),
|
||||
NodeBundle {
|
||||
style: Style {
|
||||
width: Val::Percent(100.),
|
||||
height: Val::Percent(100.),
|
||||
padding: UiRect::all(Val::Px(20.)),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
RightCamera,
|
||||
))
|
||||
.id();
|
||||
|
||||
// Set up UI
|
||||
commands
|
||||
.spawn((
|
||||
TargetCamera(left_camera),
|
||||
NodeBundle {
|
||||
style: Style {
|
||||
width: Val::Percent(100.),
|
||||
height: Val::Percent(100.),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
))
|
||||
.with_children(|parent| {
|
||||
parent.spawn(TextBundle::from_section(
|
||||
"Left",
|
||||
TextStyle {
|
||||
font_size: 20.,
|
||||
..default()
|
||||
},
|
||||
));
|
||||
buttons_panel(parent);
|
||||
});
|
||||
|
||||
commands
|
||||
.spawn((
|
||||
TargetCamera(right_camera),
|
||||
NodeBundle {
|
||||
style: Style {
|
||||
width: Val::Percent(100.),
|
||||
height: Val::Percent(100.),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
))
|
||||
.with_children(|parent| {
|
||||
parent.spawn(TextBundle::from_section(
|
||||
"Right",
|
||||
TextStyle {
|
||||
font_size: 20.,
|
||||
..default()
|
||||
},
|
||||
));
|
||||
buttons_panel(parent);
|
||||
});
|
||||
))
|
||||
.with_children(|parent| {
|
||||
parent.spawn(TextBundle::from_section(
|
||||
*camera_name,
|
||||
TextStyle {
|
||||
font_size: 20.,
|
||||
..default()
|
||||
},
|
||||
));
|
||||
buttons_panel(parent);
|
||||
});
|
||||
}
|
||||
|
||||
fn buttons_panel(parent: &mut ChildBuilder) {
|
||||
parent
|
||||
|
@ -179,10 +163,9 @@ fn setup(
|
|||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct LeftCamera;
|
||||
|
||||
#[derive(Component)]
|
||||
struct RightCamera;
|
||||
struct CameraPosition {
|
||||
pos: UVec2,
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct RotateCamera(Direction);
|
||||
|
@ -195,33 +178,22 @@ enum Direction {
|
|||
fn set_camera_viewports(
|
||||
windows: Query<&Window>,
|
||||
mut resize_events: EventReader<WindowResized>,
|
||||
mut left_camera: Query<&mut Camera, (With<LeftCamera>, Without<RightCamera>)>,
|
||||
mut right_camera: Query<&mut Camera, With<RightCamera>>,
|
||||
mut query: Query<(&CameraPosition, &mut Camera)>,
|
||||
) {
|
||||
// We need to dynamically resize the camera's viewports whenever the window size changes
|
||||
// so then each camera always takes up half the screen.
|
||||
// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
|
||||
for resize_event in resize_events.read() {
|
||||
let window = windows.get(resize_event.window).unwrap();
|
||||
let mut left_camera = left_camera.single_mut();
|
||||
left_camera.viewport = Some(Viewport {
|
||||
physical_position: UVec2::new(0, 0),
|
||||
physical_size: UVec2::new(
|
||||
window.resolution.physical_width() / 2,
|
||||
window.resolution.physical_height(),
|
||||
),
|
||||
..default()
|
||||
});
|
||||
let size = UVec2::new(window.physical_width(), window.physical_height()) / 2;
|
||||
|
||||
let mut right_camera = right_camera.single_mut();
|
||||
right_camera.viewport = Some(Viewport {
|
||||
physical_position: UVec2::new(window.resolution.physical_width() / 2, 0),
|
||||
physical_size: UVec2::new(
|
||||
window.resolution.physical_width() / 2,
|
||||
window.resolution.physical_height(),
|
||||
),
|
||||
..default()
|
||||
});
|
||||
for (camera_position, mut camera) in &mut query {
|
||||
camera.viewport = Some(Viewport {
|
||||
physical_position: camera_position.pos * size,
|
||||
physical_size: size,
|
||||
..default()
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue