mirror of
https://github.com/bevyengine/bevy
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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.
272 lines
8.9 KiB
Rust
272 lines
8.9 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((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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));
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// Cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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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((
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Camera3d::default(),
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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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));
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// Perspective camera left half
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commands.spawn((
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Camera3d::default(),
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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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));
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// Perspective camera moving
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commands.spawn((
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Camera3d::default(),
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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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MovingCameraMarker,
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));
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// Perspective camera control
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commands.spawn((
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Camera3d::default(),
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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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));
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// Main orthographic camera
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commands.spawn((
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Camera3d::default(),
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Projection::from(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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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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));
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// Orthographic camera left half
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commands.spawn((
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Camera3d::default(),
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Projection::from(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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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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));
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// Orthographic camera moving
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commands.spawn((
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Camera3d::default(),
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Projection::from(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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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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MovingCameraMarker,
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));
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// Orthographic camera control
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commands.spawn((
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Camera3d::default(),
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Projection::from(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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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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));
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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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