mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 19:43:07 +00:00
25bfa80e60
# 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.
78 lines
2.5 KiB
Rust
78 lines
2.5 KiB
Rust
//! This example shows various ways to configure texture materials in 3D.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
/// sets up a scene with textured entities
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// load a texture and retrieve its aspect ratio
|
|
let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
|
|
let aspect = 0.25;
|
|
|
|
// create a new quad mesh. this is what we will apply the texture to
|
|
let quad_width = 8.0;
|
|
let quad_handle = meshes.add(Rectangle::new(quad_width, quad_width * aspect));
|
|
|
|
// this material renders the texture normally
|
|
let material_handle = materials.add(StandardMaterial {
|
|
base_color_texture: Some(texture_handle.clone()),
|
|
alpha_mode: AlphaMode::Blend,
|
|
unlit: true,
|
|
..default()
|
|
});
|
|
|
|
// this material modulates the texture to make it red (and slightly transparent)
|
|
let red_material_handle = materials.add(StandardMaterial {
|
|
base_color: Color::srgba(1.0, 0.0, 0.0, 0.5),
|
|
base_color_texture: Some(texture_handle.clone()),
|
|
alpha_mode: AlphaMode::Blend,
|
|
unlit: true,
|
|
..default()
|
|
});
|
|
|
|
// and lets make this one blue! (and also slightly transparent)
|
|
let blue_material_handle = materials.add(StandardMaterial {
|
|
base_color: Color::srgba(0.0, 0.0, 1.0, 0.5),
|
|
base_color_texture: Some(texture_handle),
|
|
alpha_mode: AlphaMode::Blend,
|
|
unlit: true,
|
|
..default()
|
|
});
|
|
|
|
// textured quad - normal
|
|
commands.spawn((
|
|
Mesh3d(quad_handle.clone()),
|
|
MeshMaterial3d(material_handle),
|
|
Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
|
|
));
|
|
// textured quad - modulated
|
|
commands.spawn((
|
|
Mesh3d(quad_handle.clone()),
|
|
MeshMaterial3d(red_material_handle),
|
|
Transform::from_rotation(Quat::from_rotation_x(-PI / 5.0)),
|
|
));
|
|
// textured quad - modulated
|
|
commands.spawn((
|
|
Mesh3d(quad_handle),
|
|
MeshMaterial3d(blue_material_handle),
|
|
Transform::from_xyz(0.0, 0.0, -1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
|
|
));
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|