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.
71 lines
2.1 KiB
Rust
71 lines
2.1 KiB
Rust
//! Illustrates how to move an object along an axis.
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use bevy::prelude::*;
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// Define a struct to keep some information about our entity.
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// Here it's an arbitrary movement speed, the spawn location, and a maximum distance from it.
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#[derive(Component)]
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struct Movable {
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spawn: Vec3,
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max_distance: f32,
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speed: f32,
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}
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// Implement a utility function for easier Movable struct creation.
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impl Movable {
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fn new(spawn: Vec3) -> Self {
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Movable {
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spawn,
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max_distance: 5.0,
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speed: 2.0,
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}
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}
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}
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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, move_cube)
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.run();
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}
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// Startup system to setup the scene and spawn all relevant entities.
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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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// Add a cube to visualize translation.
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let entity_spawn = Vec3::ZERO;
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_translation(entity_spawn),
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Movable::new(entity_spawn),
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));
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// Spawn a camera looking at the entities to show what's happening in this example.
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 10.0, 20.0).looking_at(entity_spawn, Vec3::Y),
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));
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// Add a light source for better 3d visibility.
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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// This system will move all Movable entities with a Transform
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fn move_cube(mut cubes: Query<(&mut Transform, &mut Movable)>, timer: Res<Time>) {
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for (mut transform, mut cube) in &mut cubes {
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// Check if the entity moved too far from its spawn, if so invert the moving direction.
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if (cube.spawn - transform.translation).length() > cube.max_distance {
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cube.speed *= -1.0;
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}
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let direction = transform.local_x();
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transform.translation += direction * cube.speed * timer.delta_seconds();
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}
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}
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