mirror of
https://github.com/bevyengine/bevy
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c323db02e0
# 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>
282 lines
9.3 KiB
Rust
282 lines
9.3 KiB
Rust
//! Demonstrates different sub view effects.
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//!
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//! A sub view is essentially a smaller section of a larger viewport. Some use
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//! cases include:
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//! - Split one image across multiple cameras, for use in a multimonitor setups
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//! - Magnify a section of the image, by rendering a small sub view in another
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//! camera
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//! - Rapidly change the sub view offset to get a screen shake effect
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use bevy::{
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prelude::*,
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render::camera::{ScalingMode, SubCameraView, Viewport},
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};
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const PADDING: u32 = 10;
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const SMALL_SIZE: u32 = 100;
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const LARGE_SIZE: u32 = 450;
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const WINDOW_HEIGHT: f32 = (LARGE_SIZE + PADDING * 3 + SMALL_SIZE) as f32;
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const WINDOW_WIDTH: f32 = (LARGE_SIZE * 2 + PADDING * 3) as f32;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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// Fix window size to avoid issues with viewports on resizing
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resize_constraints: WindowResizeConstraints {
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min_width: WINDOW_WIDTH,
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min_height: WINDOW_HEIGHT,
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max_width: WINDOW_WIDTH,
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max_height: WINDOW_HEIGHT,
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},
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, move_camera_view)
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.run();
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}
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#[derive(Debug, Component)]
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struct MovingCameraMarker;
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/// Set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let transform = Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y);
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// Plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
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material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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..default()
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});
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// Cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// Light
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// Main perspective Camera
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commands.spawn(Camera3dBundle {
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
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physical_position: UVec2::new(PADDING, PADDING * 2 + SMALL_SIZE),
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..default()
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}),
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..default()
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},
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transform,
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..default()
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});
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// Perspective camera left half
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commands.spawn(Camera3dBundle {
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
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physical_position: UVec2::new(PADDING, PADDING),
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..default()
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}),
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sub_camera_view: Some(SubCameraView {
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// Set the sub view camera to the right half of the full image
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//
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// The values of `full_size` and `size` do not have to be the
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// exact values of your physical viewport. The important part is
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// the ratio between them.
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full_size: UVec2::new(10, 10),
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// The `offset` is also relative to the values in `full_size`
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// and `size`
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offset: Vec2::new(5.0, 0.0),
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size: UVec2::new(5, 10),
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}),
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order: 1,
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..default()
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},
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transform,
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..default()
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});
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// Perspective camera moving
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commands.spawn((
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Camera3dBundle {
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
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physical_position: UVec2::new(PADDING * 2 + SMALL_SIZE, PADDING),
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..default()
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}),
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sub_camera_view: Some(SubCameraView {
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// Set the sub view camera to a fifth of the full view and
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// move it in another system
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full_size: UVec2::new(500, 500),
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offset: Vec2::ZERO,
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size: UVec2::new(100, 100),
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}),
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order: 2,
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..default()
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},
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transform,
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..default()
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},
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MovingCameraMarker,
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));
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// Perspective camera control
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commands.spawn(Camera3dBundle {
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
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physical_position: UVec2::new(PADDING * 3 + SMALL_SIZE * 2, PADDING),
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..default()
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}),
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sub_camera_view: Some(SubCameraView {
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// Set the sub view to the full image, to ensure that it matches
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// the projection without sub view
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full_size: UVec2::new(450, 450),
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offset: Vec2::ZERO,
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size: UVec2::new(450, 450),
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}),
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order: 3,
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..default()
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},
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transform,
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..default()
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});
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// Main orthographic camera
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commands.spawn(Camera3dBundle {
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projection: OrthographicProjection {
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scaling_mode: ScalingMode::FixedVertical(6.0),
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..OrthographicProjection::default_3d()
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}
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.into(),
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
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physical_position: UVec2::new(PADDING * 2 + LARGE_SIZE, PADDING * 2 + SMALL_SIZE),
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..default()
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}),
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order: 4,
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..default()
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},
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transform,
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..default()
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});
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// Orthographic camera left half
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commands.spawn(Camera3dBundle {
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projection: OrthographicProjection {
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scaling_mode: ScalingMode::FixedVertical(6.0),
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..OrthographicProjection::default_3d()
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}
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.into(),
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
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physical_position: UVec2::new(PADDING * 5 + SMALL_SIZE * 4, PADDING),
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..default()
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}),
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sub_camera_view: Some(SubCameraView {
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// Set the sub view camera to the left half of the full image.
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//
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// The values of `full_size` and `size` do not have to be the
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// exact values of your physical viewport. The important part is
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// the ratio between them.
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full_size: UVec2::new(2, 2),
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offset: Vec2::ZERO,
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size: UVec2::new(1, 2),
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}),
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order: 5,
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..default()
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},
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transform,
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..default()
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});
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// Orthographic camera moving
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commands.spawn((
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Camera3dBundle {
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projection: OrthographicProjection {
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scaling_mode: ScalingMode::FixedVertical(6.0),
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..OrthographicProjection::default_3d()
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}
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.into(),
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
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physical_position: UVec2::new(PADDING * 6 + SMALL_SIZE * 5, PADDING),
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..default()
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}),
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sub_camera_view: Some(SubCameraView {
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// Set the sub view camera to a fifth of the full view and
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// move it in another system
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full_size: UVec2::new(500, 500),
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offset: Vec2::ZERO,
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size: UVec2::new(100, 100),
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}),
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order: 6,
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..default()
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},
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transform,
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..default()
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},
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MovingCameraMarker,
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));
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// Orthographic camera control
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commands.spawn(Camera3dBundle {
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projection: OrthographicProjection {
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scaling_mode: ScalingMode::FixedVertical(6.0),
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..OrthographicProjection::default_3d()
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}
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.into(),
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
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physical_position: UVec2::new(PADDING * 7 + SMALL_SIZE * 6, PADDING),
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..default()
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}),
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sub_camera_view: Some(SubCameraView {
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// Set the sub view to the full image, to ensure that it matches
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// the projection without sub view
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full_size: UVec2::new(450, 450),
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offset: Vec2::ZERO,
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size: UVec2::new(450, 450),
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}),
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order: 7,
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..default()
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},
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transform,
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..default()
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});
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}
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fn move_camera_view(
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mut movable_camera_query: Query<&mut Camera, With<MovingCameraMarker>>,
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time: Res<Time>,
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) {
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for mut camera in movable_camera_query.iter_mut() {
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if let Some(sub_view) = &mut camera.sub_camera_view {
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sub_view.offset.x = (time.elapsed_seconds() * 150.) % 450.0 - 50.0;
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sub_view.offset.y = sub_view.offset.x;
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}
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}
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}
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