bevy/examples/3d/camera_sub_view.rs
m-edlund c323db02e0
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>
2024-10-01 14:11:24 +00:00

282 lines
9.3 KiB
Rust

//! Demonstrates different sub view effects.
//!
//! A sub view is essentially a smaller section of a larger viewport. Some use
//! cases include:
//! - Split one image across multiple cameras, for use in a multimonitor setups
//! - Magnify a section of the image, by rendering a small sub view in another
//! camera
//! - Rapidly change the sub view offset to get a screen shake effect
use bevy::{
prelude::*,
render::camera::{ScalingMode, SubCameraView, Viewport},
};
const PADDING: u32 = 10;
const SMALL_SIZE: u32 = 100;
const LARGE_SIZE: u32 = 450;
const WINDOW_HEIGHT: f32 = (LARGE_SIZE + PADDING * 3 + SMALL_SIZE) as f32;
const WINDOW_WIDTH: f32 = (LARGE_SIZE * 2 + PADDING * 3) as f32;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
// Fix window size to avoid issues with viewports on resizing
resize_constraints: WindowResizeConstraints {
min_width: WINDOW_WIDTH,
min_height: WINDOW_HEIGHT,
max_width: WINDOW_WIDTH,
max_height: WINDOW_HEIGHT,
},
..default()
}),
..default()
}))
.add_systems(Startup, setup)
.add_systems(Update, move_camera_view)
.run();
}
#[derive(Debug, Component)]
struct MovingCameraMarker;
/// Set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let transform = Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y);
// Plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
});
// Cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// Light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// Main perspective Camera
commands.spawn(Camera3dBundle {
camera: Camera {
viewport: Option::from(Viewport {
physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
physical_position: UVec2::new(PADDING, PADDING * 2 + SMALL_SIZE),
..default()
}),
..default()
},
transform,
..default()
});
// Perspective camera left half
commands.spawn(Camera3dBundle {
camera: Camera {
viewport: Option::from(Viewport {
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
physical_position: UVec2::new(PADDING, PADDING),
..default()
}),
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the right half of the full image
//
// The values of `full_size` and `size` do not have to be the
// exact values of your physical viewport. The important part is
// the ratio between them.
full_size: UVec2::new(10, 10),
// The `offset` is also relative to the values in `full_size`
// and `size`
offset: Vec2::new(5.0, 0.0),
size: UVec2::new(5, 10),
}),
order: 1,
..default()
},
transform,
..default()
});
// Perspective camera moving
commands.spawn((
Camera3dBundle {
camera: Camera {
viewport: Option::from(Viewport {
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
physical_position: UVec2::new(PADDING * 2 + SMALL_SIZE, PADDING),
..default()
}),
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::new(500, 500),
offset: Vec2::ZERO,
size: UVec2::new(100, 100),
}),
order: 2,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Perspective camera control
commands.spawn(Camera3dBundle {
camera: Camera {
viewport: Option::from(Viewport {
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
physical_position: UVec2::new(PADDING * 3 + SMALL_SIZE * 2, PADDING),
..default()
}),
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::new(450, 450),
offset: Vec2::ZERO,
size: UVec2::new(450, 450),
}),
order: 3,
..default()
},
transform,
..default()
});
// Main orthographic camera
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical(6.0),
..OrthographicProjection::default_3d()
}
.into(),
camera: Camera {
viewport: Option::from(Viewport {
physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
physical_position: UVec2::new(PADDING * 2 + LARGE_SIZE, PADDING * 2 + SMALL_SIZE),
..default()
}),
order: 4,
..default()
},
transform,
..default()
});
// Orthographic camera left half
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical(6.0),
..OrthographicProjection::default_3d()
}
.into(),
camera: Camera {
viewport: Option::from(Viewport {
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
physical_position: UVec2::new(PADDING * 5 + SMALL_SIZE * 4, PADDING),
..default()
}),
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the left half of the full image.
//
// The values of `full_size` and `size` do not have to be the
// exact values of your physical viewport. The important part is
// the ratio between them.
full_size: UVec2::new(2, 2),
offset: Vec2::ZERO,
size: UVec2::new(1, 2),
}),
order: 5,
..default()
},
transform,
..default()
});
// Orthographic camera moving
commands.spawn((
Camera3dBundle {
projection: OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical(6.0),
..OrthographicProjection::default_3d()
}
.into(),
camera: Camera {
viewport: Option::from(Viewport {
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
physical_position: UVec2::new(PADDING * 6 + SMALL_SIZE * 5, PADDING),
..default()
}),
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::new(500, 500),
offset: Vec2::ZERO,
size: UVec2::new(100, 100),
}),
order: 6,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Orthographic camera control
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical(6.0),
..OrthographicProjection::default_3d()
}
.into(),
camera: Camera {
viewport: Option::from(Viewport {
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
physical_position: UVec2::new(PADDING * 7 + SMALL_SIZE * 6, PADDING),
..default()
}),
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::new(450, 450),
offset: Vec2::ZERO,
size: UVec2::new(450, 450),
}),
order: 7,
..default()
},
transform,
..default()
});
}
fn move_camera_view(
mut movable_camera_query: Query<&mut Camera, With<MovingCameraMarker>>,
time: Res<Time>,
) {
for mut camera in movable_camera_query.iter_mut() {
if let Some(sub_view) = &mut camera.sub_camera_view {
sub_view.offset.x = (time.elapsed_seconds() * 150.) % 450.0 - 50.0;
sub_view.offset.y = sub_view.offset.x;
}
}
}