Commit graph

19 commits

Author SHA1 Message Date
Rob Parrett
6f8f70b56d
Remove eprintln from 2d_screen_shake example (#15786)
# Objective

Remove debug print

## Solution

Remove it

## Testing

`cargo run --example 2d_screen_shake`
2024-10-09 14:15:24 +00:00
Mohamed Osama
91bed8ce51
Screen shake example (#15567)
# Objective

Closes https://github.com/bevyengine/bevy/issues/15564

## Solution

Adds a screen shake example.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-07 21:14:07 +00:00
Joona Aalto
25bfa80e60
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.
2024-10-05 01:59:52 +00:00
Tim
eb51b4c28e
Migrate scenes to required components (#15579)
# Objective

A step in the migration to required components: scenes!

## Solution

As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.

## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.

Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.

Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));

commands.spawn(SceneBundle {
    scene: model_scene,
    transform: Transform::from_xyz(-4.0, 0.0, -3.0),
    ..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));

commands.spawn((
    SceneRoot(model_scene),
    Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
2024-10-01 22:42:11 +00:00
Joona Aalto
54006b107b
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>
2024-10-01 21:33:17 +00:00
Joona Aalto
de888a373d
Migrate lights to required components (#15554)
# Objective

Another step in the migration to required components: lights!

Note that this does not include `EnvironmentMapLight` or reflection
probes yet, because their API hasn't been fully chosen yet.

## Solution

As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg):

- Deprecate `PointLightBundle` in favor of the `PointLight` component
- Deprecate `SpotLightBundle` in favor of the `PointLight` component
- Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight`
component

## Testing

I ran some examples with lights.

---

## Migration Guide

`PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have
been deprecated. Use the `PointLight`, `SpotLight`, and
`DirectionalLight` components instead. Adding them will now insert the
other components required by them automatically.
2024-10-01 03:20:43 +00:00
Clar Fon
efda7f3f9c
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this
comment:
https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00
Tero Laxström
522d82b21a
Fixing text sizes for examples (#15190)
# Objective

- Fixes #14265

## Solution

- Go through Pixel Eagle examples (and examples all in all)
- If default size is used it is usually left there
- If size of font is touched try dividing with 1.2 and round it to
nearest whole number

## Testing

- Run example before and after
- Make sure examples text are readable or like before cosmic-text change

---

## Showcase

Before:

![image](https://github.com/user-attachments/assets/beb2d5af-d1ee-4c2c-89c4-8e59c53b53b4)

After:

![image](https://github.com/user-attachments/assets/fef28a8d-dc26-4e0e-9870-6b216de906e8)
2024-09-16 23:14:37 +00:00
Rich Churcher
c454db88a3
2580 Split examples PR feedback (#15181)
# Objective

Applies feedback from previous PR #15135 'cause it got caught up in the
merge train 🚂

I couldn't resist including roll, both for completeness and due to
playing too many games that implemented it as a child.

cc: @janhohenheim
2024-09-13 15:47:04 +00:00
Rich Churcher
8e7ef64bb1
Split zoom/orbit into separate examples (#15135)
# Objective

As previously discussed, split camera zoom and orbiting examples to keep
things less cluttered. See discussion on #15092 for context.
2024-09-10 23:40:48 +00:00
Jan Hohenheim
4de67b5cdb
Improve first person camera in example (#15109)
# Objective

- I've seen quite a few people on discord copy-paste the camera code of
the first-person example and then run into problems with the pitch.
- ~~Additionally, the code is framerate-dependent.~~ it's not, see
comment in PR

## Solution

- Make the code good enough to be copy-pasteable 
- ~~Use `dt` to make the code framerate-independent~~ Add comment
explaining why we don't use `dt`
	- Clamp the pitch
- Move the camera sensitivity into a component for better
configurability

## Testing

Didn't run the example again, but the code is straight from another
project I have open, so I'm not worried.

---------

Co-authored-by: Antony <antony.m.3012@gmail.com>
2024-09-10 03:53:32 +00:00
Joona Aalto
afbbbd7335
Rename rendering components for improved consistency and clarity (#15035)
# Objective

The names of numerous rendering components in Bevy are inconsistent and
a bit confusing. Relevant names include:

- `AutoExposureSettings`
- `AutoExposureSettingsUniform`
- `BloomSettings`
- `BloomUniform` (no `Settings`)
- `BloomPrefilterSettings`
- `ChromaticAberration` (no `Settings`)
- `ContrastAdaptiveSharpeningSettings`
- `DepthOfFieldSettings`
- `DepthOfFieldUniform` (no `Settings`)
- `FogSettings`
- `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really
inconsistent??)
- `ScreenSpaceAmbientOcclusionSettings`
- `ScreenSpaceReflectionsSettings`
- `VolumetricFogSettings`

Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and
`FooUniform`/`FooSettingsUniform` and whether names are abbreviated or
not.

Secondly, the `Settings` post-fix seems unnecessary and a bit confusing
semantically, since it makes it seem like the component is mostly just
auxiliary configuration instead of the core *thing* that actually
enables the feature. This will be an even bigger problem once bundles
like `TemporalAntiAliasBundle` are deprecated in favor of required
components, as users will expect a component named `TemporalAntiAlias`
(or similar), not `TemporalAntiAliasSettings`.

## Solution

Drop the `Settings` post-fix from the component names, and change some
names to be more consistent.

- `AutoExposure`
- `AutoExposureUniform`
- `Bloom`
- `BloomUniform`
- `BloomPrefilter`
- `ChromaticAberration`
- `ContrastAdaptiveSharpening`
- `DepthOfField`
- `DepthOfFieldUniform`
- `DistanceFog`
- `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change
to `Taa`, see "Discussion")
- `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflections`
- `VolumetricFog`

I kept the old names as deprecated type aliases to make migration a bit
less painful for users. We should remove them after the next release.
(And let me know if I should just... not add them at all)

I also added some very basic docs for a few types where they were
missing, like on `Fxaa` and `DepthOfField`.

## Discussion

- `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`.
Consensus [on
Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431)
seemed to be that renaming to `Taa` would probably be fine, but I think
it's a bit more controversial, and it would've required renaming a lot
of related types like `TemporalAntiAliasNode`,
`TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think
it's better to leave to a follow-up.
- I think `Fog` should probably have a more specific name like
`DistanceFog` considering it seems to be distinct from `VolumetricFog`.
~~This should probably be done in a follow-up though, so I just removed
the `Settings` post-fix for now.~~ (done)

---

## Migration Guide

Many rendering components have been renamed for improved consistency and
clarity.

- `AutoExposureSettings` → `AutoExposure`
- `BloomSettings` → `Bloom`
- `BloomPrefilterSettings` → `BloomPrefilter`
- `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening`
- `DepthOfFieldSettings` → `DepthOfField`
- `FogSettings` → `DistanceFog`
- `SmaaSettings` → `Smaa`
- `TemporalAntiAliasSettings` → `TemporalAntiAliasing`
- `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections`
- `VolumetricFogSettings` → `VolumetricFog`

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00
Rich Churcher
b9b43ad89c
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
2024-09-09 23:30:52 +00:00
Rich Churcher
848e7fae43
Use AccumulatedMouseMotion, AccumulatedMouseScroll in examples (#14488)
# Objective

Use the new `AccumulatedMouseMotion` and `AccumulatedMouseScroll`
resources in place of mouse event handling.

I left the `mouse_input_events` example alone, since by its nature it
demonstrates event detection.

Fixes #14066 

## Testing

Ran each example locally before and after changes.
2024-07-29 23:38:59 +00:00
Jan Hohenheim
d0e606b87c
Add an example for doing movement in fixed timesteps (#14223)
_copy-pasted from my doc comment in the code_

# Objective

This example shows how to properly handle player input, advance a
physics simulation in a fixed timestep, and display the results.

The classic source for how and why this is done is Glenn Fiedler's
article [Fix Your
Timestep!](https://gafferongames.com/post/fix_your_timestep/).

## Motivation

The naive way of moving a player is to just update their position like
so:
```rust
transform.translation += velocity;
```
The issue here is that the player's movement speed will be tied to the
frame rate.
Faster machines will move the player faster, and slower machines will
move the player slower.
In fact, you can observe this today when running some old games that did
it this way on modern hardware!
The player will move at a breakneck pace.

The more sophisticated way is to update the player's position based on
the time that has passed:
```rust
transform.translation += velocity * time.delta_seconds();
```
This way, velocity represents a speed in units per second, and the
player will move at the same speed regardless of the frame rate.

However, this can still be problematic if the frame rate is very low or
very high. If the frame rate is very low, the player will move in large
jumps. This may lead to a player moving in such large jumps that they
pass through walls or other obstacles. In general, you cannot expect a
physics simulation to behave nicely with *any* delta time. Ideally, we
want to have some stability in what kinds of delta times we feed into
our physics simulation.

The solution is using a fixed timestep. This means that we advance the
physics simulation by a fixed amount at a time. If the real time that
passed between two frames is less than the fixed timestep, we simply
don't advance the physics simulation at all.
If it is more, we advance the physics simulation multiple times until we
catch up. You can read more about how Bevy implements this in the
documentation for
[`bevy::time::Fixed`](https://docs.rs/bevy/latest/bevy/time/struct.Fixed.html).

This leaves us with a last problem, however. If our physics simulation
may advance zero or multiple times per frame, there may be frames in
which the player's position did not need to be updated at all, and some
where it is updated by a large amount that resulted from running the
physics simulation multiple times. This is physically correct, but
visually jarring. Imagine a player moving in a straight line, but
depending on the frame rate, they may sometimes advance by a large
amount and sometimes not at all. Visually, we want the player to move
smoothly. This is why we need to separate the player's position in the
physics simulation from the player's position in the visual
representation. The visual representation can then be interpolated
smoothly based on the last and current actual player position in the
physics simulation.

This is a tradeoff: every visual frame is now slightly lagging behind
the actual physical frame, but in return, the player's movement will
appear smooth. There are other ways to compute the visual representation
of the player, such as extrapolation. See the [documentation of the
lightyear
crate](https://cbournhonesque.github.io/lightyear/book/concepts/advanced_replication/visual_interpolation.html)
for a nice overview of the different methods and their tradeoffs.

## Implementation

- The player's velocity is stored in a `Velocity` component. This is the
speed in units per second.
- The player's current position in the physics simulation is stored in a
`PhysicalTranslation` component.
- The player's previous position in the physics simulation is stored in
a `PreviousPhysicalTranslation` component.
- The player's visual representation is stored in Bevy's regular
`Transform` component.
- Every frame, we go through the following steps:
- Advance the physics simulation by one fixed timestep in the
`advance_physics` system.
This is run in the `FixedUpdate` schedule, which runs before the
`Update` schedule.
- Update the player's visual representation in the
`update_displayed_transform` system.
This interpolates between the player's previous and current position in
the physics simulation.
- Update the player's velocity based on the player's input in the
`handle_input` system.

## Relevant Issues

Related to #1259.
I'm also fairly sure I've seen an issue somewhere made by
@alice-i-cecile about showing how to move a character correctly in a
fixed timestep, but I cannot find it.
2024-07-09 14:23:10 +00:00
Chris Biscardi
20eb13f458
Use smooth_nudge in 2d_top_down_camera example (#13907)
# Objective


[`StableInterpolate`](https://dev-docs.bevyengine.org/bevy/math/trait.StableInterpolate.html)
was introduced after this example was written (or more accurately, the
two PRs were merged on the same day and developed in parallel).

The example used `Vec3::lerp` where I believe it is now preferred to use
`smooth_nudge`.

## Solution

Its not entirely clear to me whether `StableInterpolate` should be
preferred in this scenario, although it seems likely. So I figured a PR
to make the change would either result in it being merged or denied with
a reason.

## Testing

```
cargo run --example 2d_top_down_camera
```

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-06-18 11:38:17 +00:00
Jan Hohenheim
6273227e09
Fix lints introduced in Rust beta 1.80 (#13899)
Resolves #13895

Mostly just involves being more explicit about which parts of the docs
belong to a list and which begin a new paragraph.
- found a few docs that were malformed because of exactly this, so I
fixed that by introducing a paragraph
- added indentation to nearly all multiline lists
- fixed a few minor typos
- added `#[allow(dead_code)]` to types that are needed to test
annotations but are never constructed
([here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1514)
and
[here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1523))
- verified that  `cargo +beta run -p ci -- lints` passes
- verified that `cargo +beta run -p ci -- test` passes
2024-06-17 17:22:01 +00:00
Jan Hohenheim
48f70789f5
Add first person view model example (#13828)
# Objective

A very common way to organize a first-person view is to split it into
two kinds of models:

 - The *view model* is the model that represents the player's body.
 - The *world model* is everything else.

The reason for this distinction is that these two models should be
rendered with different FOVs.
The view model is typically designed and animated with a very specific
FOV in mind, so it is
generally *fixed* and cannot be changed by a player. The world model, on
the other hand, should
be able to change its FOV to accommodate the player's preferences for
the following reasons:
- *Accessibility*: How prone is the player to motion sickness? A wider
FOV can help.
- *Tactical preference*: Does the player want to see more of the
battlefield?
 Or have a more zoomed-in view for precision aiming?
- *Physical considerations*: How well does the in-game FOV match the
player's real-world FOV?
Are they sitting in front of a monitor or playing on a TV in the living
room? How big is the screen?

## Solution

I've added an example implementing the described setup as follows.

The `Player` is an entity holding two cameras, one for each model. The
view model camera has a fixed
FOV of 70 degrees, while the world model camera has a variable FOV that
can be changed by the player.

 I use different `RenderLayers` to select what to render.

- The world model camera has no explicit `RenderLayers` component, so it
uses the layer 0.
All static objects in the scene are also on layer 0 for the same reason.
- The view model camera has a `RenderLayers` component with layer 1, so
it only renders objects
explicitly assigned to layer 1. The arm of the player is one such
object.
The order of the view model camera is additionally bumped to 1 to ensure
it renders on top of the world model.
- The light source in the scene must illuminate both the view model and
the world model, so it is
 assigned to both layers 0 and 1.

To better see the effect, the player can move the camera by dragging
their mouse and change the world model's FOV with the arrow keys. The
arrow up key maps to "decrease FOV" and the arrow down key maps to
"increase FOV". This sounds backwards on paper, but is more intuitive
when actually changing the FOV in-game since a decrease in FOV looks
like a zoom-in.
I intentionally do not allow changing the view model's FOV even though
it would be illustrative because that would be an anti-pattern and bloat
the code a bit.

The example is called `first_person_view_model` and not just
`first_person` because I want to highlight that this is not a simple
flycam, but actually renders the player.

## Testing

Default FOV:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2">

Decreased FOV:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066">

Increased FOV:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8">

Note that the white bar on the right represents the player's arm, which
is more obvious in-game because you can move the camera around.
The box on top is there to make sure that the view model is receiving
shadows.

I tested only on macOS.

---

## Changelog

I don't think new examples go in here, do they?

## Caveat

The solution used here was implemented with help by @robtfm on
[Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000):
> shadow maps are specific to lights, not to layers
> if you want shadows from some meshes that are not visible, you could
have light on layer 1+2, meshes on layer 2, camera on layer 1 (for
example)
> but this might change in future, it's not exactly an intended feature

In other words, the example code as-is is not guaranteed to work in the
future. I want to bring this up because the use-case presented here is
extremely common in first-person games and important for accessibility.
It would be good to have a blessed and easy way of how to achieve it.

I'm also not happy about how I get the `perspective` variable in
`change_fov`. Very open to suggestions :)

## Related issues

- Addresses parts of #12658
- Addresses parts of #12588

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
Julian
33dff0d3f7
2D top-down camera example (#12720)
# Objective

This PR addresses the 2D part of #12658. I plan to separate the examples
and make one PR per camera example.

## Solution

Added a new top-down example composed of:

- [x] Player keyboard movements
- [x] UI for keyboard instructions
- [x] Colors and bloom effect to see the movement of the player
- [x] Camera smooth movement towards the player (lerp)

## Testing

```bash
cargo run --features="wayland,bevy/dynamic_linking" --example 2d_top_down_camera
```



https://github.com/bevyengine/bevy/assets/10638479/95db0587-e5e0-4f55-be11-97444b795793
2024-06-10 12:33:48 +00:00