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4 commits
Author | SHA1 | Message | Date | |
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m-edlund
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8d53c0af91
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improve sub view example with dynamic viewports (#15681)
# Objective - Adds better comments and includes an example where the aspect ratio between `size` and `full_size` differ - Fixes #15576 ## Solution - Viewports are dynamically scaled to window size ## Testing - Tested with moving the window around and by manually setting the window scaling factor - Just to make sure nothing else is going on, someone on macOS should also test this ## Showcase Since calculating padding from window size is a hassle, the example now looks a bit more squished together: ![image](https://github.com/user-attachments/assets/68609cf2-5a67-49bd-8e0b-910bfd17f4d8) |
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Joona Aalto
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25bfa80e60
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Migrate cameras to required components (#15641)
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically. |
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Joona Aalto
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54006b107b
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Migrate meshes and materials to required components (#15524)
# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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m-edlund
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c323db02e0
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Add sub_camera_view , enabling sheared projection (#15537)
# Objective - This PR fixes #12488 ## Solution - This PR adds a new property to `Camera` that emulates the functionality of the [setViewOffset()](https://threejs.org/docs/#api/en/cameras/PerspectiveCamera.setViewOffset) API in three.js. - When set, the perspective and orthographic projections will restrict the visible area of the camera to a part of the view frustum defined by `offset` and `size`. ## Testing - In the new `camera_sub_view` example, a fixed, moving and control sub view is created for both perspective and orthographic projection - Run the example with `cargo run --example camera_sub_view` - The code can be tested by adding a `SubCameraView` to a camera --- ## Showcase ![image](https://github.com/user-attachments/assets/75ac45fc-d75d-4664-8ef6-ff7865297c25) - Left Half: Perspective Projection - Right Half: Orthographic Projection - Small boxes in order: - Sub view of the left half of the full image - Sub view moving from the top left to the bottom right of the full image - Sub view of the full image (acting as a control) - Large box: No sub view <details> <summary>Shortened camera setup of `camera_sub_view` example</summary> ```rust // Main perspective Camera commands.spawn(Camera3dBundle { transform, ..default() }); // Perspective camera left half commands.spawn(Camera3dBundle { camera: Camera { sub_camera_view: Some(SubCameraView { // Set the sub view camera to the left half of the full image full_size: uvec2(500, 500), offset: ivec2(0, 0), size: uvec2(250, 500), }), order: 1, ..default() }, transform, ..default() }); // Perspective camera moving commands.spawn(( Camera3dBundle { camera: Camera { sub_camera_view: Some(SubCameraView { // Set the sub view camera to a fifth of the full view and // move it in another system full_size: uvec2(500, 500), offset: ivec2(0, 0), size: uvec2(100, 100), }), order: 2, ..default() }, transform, ..default() }, MovingCameraMarker, )); // Perspective camera control commands.spawn(Camera3dBundle { camera: Camera { sub_camera_view: Some(SubCameraView { // Set the sub view to the full image, to ensure that it matches // the projection without sub view full_size: uvec2(450, 450), offset: ivec2(0, 0), size: uvec2(450, 450), }), order: 3, ..default() }, transform, ..default() }); // Main orthographic camera commands.spawn(Camera3dBundle { projection: OrthographicProjection { ... } .into(), camera: Camera { order: 4, ..default() }, transform, ..default() }); // Orthographic camera left half commands.spawn(Camera3dBundle { projection: OrthographicProjection { ... } .into(), camera: Camera { sub_camera_view: Some(SubCameraView { // Set the sub view camera to the left half of the full image full_size: uvec2(500, 500), offset: ivec2(0, 0), size: uvec2(250, 500), }), order: 5, ..default() }, transform, ..default() }); // Orthographic camera moving commands.spawn(( Camera3dBundle { projection: OrthographicProjection { ... } .into(), camera: Camera { sub_camera_view: Some(SubCameraView { // Set the sub view camera to a fifth of the full view and // move it in another system full_size: uvec2(500, 500), offset: ivec2(0, 0), size: uvec2(100, 100), }), order: 6, ..default() }, transform, ..default() }, MovingCameraMarker, )); // Orthographic camera control commands.spawn(Camera3dBundle { projection: OrthographicProjection { ... } .into(), camera: Camera { sub_camera_view: Some(SubCameraView { // Set the sub view to the full image, to ensure that it matches // the projection without sub view full_size: uvec2(450, 450), offset: ivec2(0, 0), size: uvec2(450, 450), }), order: 7, ..default() }, transform, ..default() }); ``` </details> |