bevy/examples/3d/load_gltf_extras.rs
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

94 lines
2.6 KiB
Rust

//! Loads and renders a glTF file as a scene, and list all the different `gltf_extras`.
use bevy::{
gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, check_for_gltf_extras)
.run();
}
#[derive(Component)]
struct ExampleDisplay;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
Camera3d::default(),
Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn(DirectionalLight {
shadows_enabled: true,
..default()
});
// a barebones scene containing one of each gltf_extra type
commands.spawn(SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/extras/gltf_extras.glb"),
)));
// a place to display the extras on screen
commands.spawn((
TextBundle::from_section(
"",
TextStyle {
font_size: 15.,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
ExampleDisplay,
));
}
fn check_for_gltf_extras(
gltf_extras_per_entity: Query<(
Entity,
Option<&Name>,
Option<&GltfSceneExtras>,
Option<&GltfExtras>,
Option<&GltfMeshExtras>,
Option<&GltfMaterialExtras>,
)>,
mut display: Query<&mut Text, With<ExampleDisplay>>,
) {
let mut gltf_extra_infos_lines: Vec<String> = vec![];
for (id, name, scene_extras, extras, mesh_extras, material_extras) in
gltf_extras_per_entity.iter()
{
if scene_extras.is_some()
|| extras.is_some()
|| mesh_extras.is_some()
|| material_extras.is_some()
{
let formatted_extras = format!(
"Extras per entity {} ('Name: {}'):
- scene extras: {:?}
- primitive extras: {:?}
- mesh extras: {:?}
- material extras: {:?}
",
id,
name.unwrap_or(&Name::default()),
scene_extras,
extras,
mesh_extras,
material_extras
);
gltf_extra_infos_lines.push(formatted_extras);
}
let mut display = display.single_mut();
display.sections[0].value = gltf_extra_infos_lines.join("\n");
}
}