mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 06:00:20 +00:00
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.
51 lines
1.5 KiB
Rust
51 lines
1.5 KiB
Rust
//! Shows that multiple instances of a cube are automatically instanced in one draw call
|
|
//! Try running this example in a graphics profiler and all the cubes should be only a single draw call.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(0.0, 48.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
// light
|
|
commands.spawn((
|
|
PointLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(0.0, 16.0, 8.0),
|
|
));
|
|
|
|
let mesh = meshes.add(Cuboid::from_size(Vec3::splat(0.5)));
|
|
// This example uses the StandardMaterial but it can work with most custom material too
|
|
let material = materials.add(Color::srgb_u8(124, 144, 255));
|
|
|
|
// spawn 1000 cubes
|
|
for x in -5..5 {
|
|
for y in -5..5 {
|
|
for z in -5..5 {
|
|
commands.spawn((
|
|
// For automatic instancing to take effect you need to
|
|
// use the same mesh handle and material handle for each instance
|
|
Mesh3d(mesh.clone()),
|
|
MeshMaterial3d(material.clone()),
|
|
Transform::from_xyz(x as f32, y as f32, z as f32),
|
|
));
|
|
}
|
|
}
|
|
}
|
|
}
|