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https://github.com/bevyengine/bevy
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# Objective - Fixes https://github.com/bevyengine/bevy/issues/14593. ## Solution - Add `ViewportConversionError` and return it from viewport conversion methods on Camera. ## Testing - I successfully compiled and ran all changed examples. ## Migration Guide The following methods on `Camera` now return a `Result` instead of an `Option` so that they can provide more information about failures: - `world_to_viewport` - `world_to_viewport_with_depth` - `viewport_to_world` - `viewport_to_world_2d` Call `.ok()` on the `Result` to turn it back into an `Option`, or handle the `Result` directly. --------- Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
38 lines
1,008 B
Rust
38 lines
1,008 B
Rust
//! This example demonstrates how to use the `Camera::viewport_to_world_2d` method.
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use bevy::{color::palettes::basic::WHITE, math::Isometry2d, prelude::*};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, draw_cursor)
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.run();
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}
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fn draw_cursor(
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camera_query: Query<(&Camera, &GlobalTransform)>,
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windows: Query<&Window>,
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mut gizmos: Gizmos,
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) {
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let (camera, camera_transform) = camera_query.single();
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let Ok(window) = windows.get_single() else {
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return;
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};
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let Some(cursor_position) = window.cursor_position() else {
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return;
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};
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// Calculate a world position based on the cursor's position.
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let Ok(point) = camera.viewport_to_world_2d(camera_transform, cursor_position) else {
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return;
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};
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gizmos.circle_2d(Isometry2d::from_translation(point), 10., WHITE);
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}
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fn setup(mut commands: Commands) {
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commands.spawn(Camera2dBundle::default());
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}
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