mirror of
https://github.com/bevyengine/bevy
synced 2025-02-16 05:58:34 +00:00
# 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.
94 lines
2.6 KiB
Rust
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");
|
|
}
|
|
}
|