mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
Add examples for orthographic and perspective zoom (#15092)
# Objective Add examples for zooming (and orbiting) orthographic and perspective cameras. I'm pretty green with 3D, so please treat with suspicion! I note that if/when #15075 is merged, `.scale` will go away so this example uses `.scaling_mode`. Closes #2580
This commit is contained in:
parent
8d143e3ed8
commit
b9b43ad89c
3 changed files with 258 additions and 0 deletions
12
Cargo.toml
12
Cargo.toml
|
@ -3244,6 +3244,18 @@ description = "A first-person camera that uses a world model and a view model wi
|
|||
category = "Camera"
|
||||
wasm = true
|
||||
|
||||
[[example]]
|
||||
name = "projection_zoom"
|
||||
path = "examples/camera/projection_zoom.rs"
|
||||
doc-scrape-examples = true
|
||||
|
||||
[package.metadata.example.projection_zoom]
|
||||
name = "Projection Zoom"
|
||||
description = "Shows how to zoom and orbit orthographic and perspective projection cameras."
|
||||
category = "Camera"
|
||||
wasm = true
|
||||
|
||||
|
||||
[package.metadata.example.fps_overlay]
|
||||
name = "FPS overlay"
|
||||
description = "Demonstrates FPS overlay"
|
||||
|
|
|
@ -255,6 +255,7 @@ Example | Description
|
|||
--- | ---
|
||||
[2D top-down camera](../examples/camera/2d_top_down_camera.rs) | A 2D top-down camera smoothly following player movements
|
||||
[First person view model](../examples/camera/first_person_view_model.rs) | A first-person camera that uses a world model and a view model with different field of views (FOV)
|
||||
[Projection Zoom](../examples/camera/projection_zoom.rs) | Shows how to zoom and orbit orthographic and perspective projection cameras.
|
||||
|
||||
## Dev tools
|
||||
|
||||
|
|
245
examples/camera/projection_zoom.rs
Normal file
245
examples/camera/projection_zoom.rs
Normal file
|
@ -0,0 +1,245 @@
|
|||
//! Shows how to zoom and orbit orthographic and perspective projection cameras.
|
||||
|
||||
use std::{
|
||||
f32::consts::{FRAC_PI_2, PI},
|
||||
ops::Range,
|
||||
};
|
||||
|
||||
use bevy::{input::mouse::AccumulatedMouseScroll, prelude::*, render::camera::ScalingMode};
|
||||
|
||||
#[derive(Debug, Default, Resource)]
|
||||
struct CameraSettings {
|
||||
pub orbit_distance: f32,
|
||||
// Multiply keyboard inputs by this factor
|
||||
pub orbit_speed: f32,
|
||||
// Clamp fixed vertical scale to this range
|
||||
pub orthographic_zoom_range: Range<f32>,
|
||||
// Multiply mouse wheel inputs by this factor
|
||||
pub orthographic_zoom_speed: f32,
|
||||
// Clamp field of view to this range
|
||||
pub perspective_zoom_range: Range<f32>,
|
||||
// Multiply mouse wheel inputs by this factor
|
||||
pub perspective_zoom_speed: f32,
|
||||
// Clamp pitch to this range
|
||||
pub pitch_range: Range<f32>,
|
||||
}
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins(DefaultPlugins)
|
||||
.init_resource::<CameraSettings>()
|
||||
.add_systems(Startup, (setup, instructions))
|
||||
.add_systems(Update, (orbit, switch_projection, zoom))
|
||||
.run();
|
||||
}
|
||||
|
||||
/// Set up a simple 3D scene
|
||||
fn setup(
|
||||
mut camera_settings: ResMut<CameraSettings>,
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
// Perspective projections use field of view, expressed in radians. We would
|
||||
// normally not set it to more than π, which represents a 180° FOV.
|
||||
let min_fov = PI / 5.;
|
||||
let max_fov = PI - 0.2;
|
||||
|
||||
// In orthographic projections, we specify sizes in world units. The below values
|
||||
// are very roughly similar to the above FOV settings, in terms of how "far away"
|
||||
// the subject will appear when used with FixedVertical scaling mode.
|
||||
let min_zoom = 5.0;
|
||||
let max_zoom = 150.0;
|
||||
|
||||
// Limiting pitch stops some unexpected rotation past 90° up or down.
|
||||
let pitch_limit = FRAC_PI_2 - 0.01;
|
||||
|
||||
camera_settings.orbit_distance = 10.0;
|
||||
camera_settings.orbit_speed = 1.0;
|
||||
camera_settings.orthographic_zoom_range = min_zoom..max_zoom;
|
||||
camera_settings.orthographic_zoom_speed = 1.0;
|
||||
camera_settings.perspective_zoom_range = min_fov..max_fov;
|
||||
// Changes in FOV are much more noticeable due to its limited range in radians
|
||||
camera_settings.perspective_zoom_speed = 0.05;
|
||||
camera_settings.pitch_range = -pitch_limit..pitch_limit;
|
||||
|
||||
commands.spawn((
|
||||
Name::new("Camera"),
|
||||
Camera3dBundle {
|
||||
projection: OrthographicProjection {
|
||||
scaling_mode: ScalingMode::FixedVertical(
|
||||
camera_settings.orthographic_zoom_range.start,
|
||||
),
|
||||
..OrthographicProjection::default_3d()
|
||||
}
|
||||
.into(),
|
||||
transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
},
|
||||
));
|
||||
|
||||
commands.spawn((
|
||||
Name::new("Plane"),
|
||||
PbrBundle {
|
||||
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
|
||||
material: materials.add(StandardMaterial {
|
||||
base_color: Color::srgb(0.3, 0.5, 0.3),
|
||||
// Turning off culling keeps the plane visible when viewed from beneath.
|
||||
cull_mode: None,
|
||||
..default()
|
||||
}),
|
||||
..default()
|
||||
},
|
||||
));
|
||||
|
||||
commands.spawn((
|
||||
Name::new("Cube"),
|
||||
PbrBundle {
|
||||
mesh: meshes.add(Cuboid::default()),
|
||||
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
|
||||
transform: Transform::from_xyz(1.5, 0.51, 1.5),
|
||||
..default()
|
||||
},
|
||||
));
|
||||
|
||||
commands.spawn((
|
||||
Name::new("Light"),
|
||||
PointLightBundle {
|
||||
transform: Transform::from_xyz(3.0, 8.0, 5.0),
|
||||
..default()
|
||||
},
|
||||
));
|
||||
}
|
||||
|
||||
fn instructions(mut commands: Commands) {
|
||||
commands
|
||||
.spawn((
|
||||
Name::new("Instructions"),
|
||||
NodeBundle {
|
||||
style: Style {
|
||||
align_items: AlignItems::Start,
|
||||
flex_direction: FlexDirection::Column,
|
||||
justify_content: JustifyContent::Start,
|
||||
width: Val::Percent(100.),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
))
|
||||
.with_children(|parent| {
|
||||
parent.spawn(TextBundle::from_section(
|
||||
"Scroll mouse wheel to zoom in/out",
|
||||
TextStyle::default(),
|
||||
));
|
||||
parent.spawn(TextBundle::from_section(
|
||||
"W or S: pitch",
|
||||
TextStyle::default(),
|
||||
));
|
||||
parent.spawn(TextBundle::from_section(
|
||||
"A or D: yaw",
|
||||
TextStyle::default(),
|
||||
));
|
||||
});
|
||||
}
|
||||
|
||||
fn orbit(
|
||||
mut camera: Query<&mut Transform, With<Camera>>,
|
||||
camera_settings: Res<CameraSettings>,
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
let mut transform = camera.single_mut();
|
||||
|
||||
let mut delta_pitch = 0.0;
|
||||
let mut delta_yaw = 0.0;
|
||||
|
||||
if keyboard_input.pressed(KeyCode::KeyW) {
|
||||
delta_pitch += camera_settings.orbit_speed;
|
||||
}
|
||||
if keyboard_input.pressed(KeyCode::KeyA) {
|
||||
delta_yaw -= camera_settings.orbit_speed;
|
||||
}
|
||||
if keyboard_input.pressed(KeyCode::KeyS) {
|
||||
delta_pitch -= camera_settings.orbit_speed;
|
||||
}
|
||||
if keyboard_input.pressed(KeyCode::KeyD) {
|
||||
delta_yaw += camera_settings.orbit_speed;
|
||||
}
|
||||
|
||||
// Incorporating the delta time between calls prevents this from being framerate-bound.
|
||||
delta_pitch *= time.delta_seconds();
|
||||
delta_yaw *= time.delta_seconds();
|
||||
|
||||
// Obtain the existing pitch, yaw, and roll values from the transform.
|
||||
let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
|
||||
|
||||
// Establish the new yaw and pitch, preventing the pitch value from exceeding our limits.
|
||||
let pitch = (pitch + delta_pitch).clamp(
|
||||
camera_settings.pitch_range.start,
|
||||
camera_settings.pitch_range.end,
|
||||
);
|
||||
let yaw = yaw + delta_yaw;
|
||||
transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
|
||||
|
||||
// Adjust the translation to maintain the correct orientation toward the orbit target.
|
||||
transform.translation = Vec3::ZERO - transform.forward() * camera_settings.orbit_distance;
|
||||
}
|
||||
|
||||
fn switch_projection(
|
||||
mut camera: Query<&mut Projection, With<Camera>>,
|
||||
camera_settings: Res<CameraSettings>,
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
) {
|
||||
let mut projection = camera.single_mut();
|
||||
|
||||
if keyboard_input.just_pressed(KeyCode::Space) {
|
||||
// Switch projection type
|
||||
*projection = match *projection {
|
||||
Projection::Orthographic(_) => Projection::Perspective(PerspectiveProjection {
|
||||
fov: camera_settings.perspective_zoom_range.start,
|
||||
..default()
|
||||
}),
|
||||
Projection::Perspective(_) => Projection::Orthographic(OrthographicProjection {
|
||||
scaling_mode: ScalingMode::FixedVertical(
|
||||
camera_settings.orthographic_zoom_range.start,
|
||||
),
|
||||
..OrthographicProjection::default_3d()
|
||||
}),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn zoom(
|
||||
mut camera: Query<&mut Projection, With<Camera>>,
|
||||
camera_settings: Res<CameraSettings>,
|
||||
mouse_wheel_input: Res<AccumulatedMouseScroll>,
|
||||
) {
|
||||
let projection = camera.single_mut();
|
||||
|
||||
// Usually, you won't need to handle both types of projection. This is by way of demonstration.
|
||||
match projection.into_inner() {
|
||||
Projection::Orthographic(ref mut orthographic) => {
|
||||
// Get the current scaling_mode value to allow clamping the new value to our zoom range.
|
||||
let ScalingMode::FixedVertical(current) = orthographic.scaling_mode else {
|
||||
return;
|
||||
};
|
||||
// Set a new ScalingMode, clamped to a limited range.
|
||||
let zoom_level = (current
|
||||
+ camera_settings.orthographic_zoom_speed * mouse_wheel_input.delta.y)
|
||||
.clamp(
|
||||
camera_settings.orthographic_zoom_range.start,
|
||||
camera_settings.orthographic_zoom_range.end,
|
||||
);
|
||||
orthographic.scaling_mode = ScalingMode::FixedVertical(zoom_level);
|
||||
}
|
||||
Projection::Perspective(ref mut perspective) => {
|
||||
// Adjust the field of view, but keep it within our stated range.
|
||||
perspective.fov = (perspective.fov
|
||||
+ camera_settings.perspective_zoom_speed * mouse_wheel_input.delta.y)
|
||||
.clamp(
|
||||
camera_settings.perspective_zoom_range.start,
|
||||
camera_settings.perspective_zoom_range.end,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue