mirror of
https://github.com/bevyengine/bevy
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afbbbd7335
# Objective The names of numerous rendering components in Bevy are inconsistent and a bit confusing. Relevant names include: - `AutoExposureSettings` - `AutoExposureSettingsUniform` - `BloomSettings` - `BloomUniform` (no `Settings`) - `BloomPrefilterSettings` - `ChromaticAberration` (no `Settings`) - `ContrastAdaptiveSharpeningSettings` - `DepthOfFieldSettings` - `DepthOfFieldUniform` (no `Settings`) - `FogSettings` - `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really inconsistent??) - `ScreenSpaceAmbientOcclusionSettings` - `ScreenSpaceReflectionsSettings` - `VolumetricFogSettings` Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and `FooUniform`/`FooSettingsUniform` and whether names are abbreviated or not. Secondly, the `Settings` post-fix seems unnecessary and a bit confusing semantically, since it makes it seem like the component is mostly just auxiliary configuration instead of the core *thing* that actually enables the feature. This will be an even bigger problem once bundles like `TemporalAntiAliasBundle` are deprecated in favor of required components, as users will expect a component named `TemporalAntiAlias` (or similar), not `TemporalAntiAliasSettings`. ## Solution Drop the `Settings` post-fix from the component names, and change some names to be more consistent. - `AutoExposure` - `AutoExposureUniform` - `Bloom` - `BloomUniform` - `BloomPrefilter` - `ChromaticAberration` - `ContrastAdaptiveSharpening` - `DepthOfField` - `DepthOfFieldUniform` - `DistanceFog` - `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change to `Taa`, see "Discussion") - `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflections` - `VolumetricFog` I kept the old names as deprecated type aliases to make migration a bit less painful for users. We should remove them after the next release. (And let me know if I should just... not add them at all) I also added some very basic docs for a few types where they were missing, like on `Fxaa` and `DepthOfField`. ## Discussion - `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`. Consensus [on Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431) seemed to be that renaming to `Taa` would probably be fine, but I think it's a bit more controversial, and it would've required renaming a lot of related types like `TemporalAntiAliasNode`, `TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think it's better to leave to a follow-up. - I think `Fog` should probably have a more specific name like `DistanceFog` considering it seems to be distinct from `VolumetricFog`. ~~This should probably be done in a follow-up though, so I just removed the `Settings` post-fix for now.~~ (done) --- ## Migration Guide Many rendering components have been renamed for improved consistency and clarity. - `AutoExposureSettings` → `AutoExposure` - `BloomSettings` → `Bloom` - `BloomPrefilterSettings` → `BloomPrefilter` - `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening` - `DepthOfFieldSettings` → `DepthOfField` - `FogSettings` → `DistanceFog` - `SmaaSettings` → `Smaa` - `TemporalAntiAliasSettings` → `TemporalAntiAliasing` - `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections` - `VolumetricFogSettings` → `VolumetricFog` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
150 lines
4.3 KiB
Rust
150 lines
4.3 KiB
Rust
//! This example showcases a 2D top-down camera with smooth player tracking.
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//!
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//! ## Controls
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//!
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//! | Key Binding | Action |
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//! |:---------------------|:--------------|
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//! | `W` | Move up |
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//! | `S` | Move down |
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//! | `A` | Move left |
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//! | `D` | Move right |
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use bevy::core_pipeline::bloom::Bloom;
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use bevy::math::vec3;
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use bevy::prelude::*;
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use bevy::sprite::{MaterialMesh2dBundle, Mesh2dHandle};
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/// Player movement speed factor.
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const PLAYER_SPEED: f32 = 100.;
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/// How quickly should the camera snap to the desired location.
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const CAMERA_DECAY_RATE: f32 = 2.;
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#[derive(Component)]
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struct Player;
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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_scene, setup_instructions, setup_camera))
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.add_systems(Update, (move_player, update_camera).chain())
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.run();
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}
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fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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// World where we move the player
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commands.spawn(MaterialMesh2dBundle {
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mesh: Mesh2dHandle(meshes.add(Rectangle::new(1000., 700.))),
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material: materials.add(Color::srgb(0.2, 0.2, 0.3)),
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..default()
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});
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// Player
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commands.spawn((
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Player,
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MaterialMesh2dBundle {
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mesh: meshes.add(Circle::new(25.)).into(),
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material: materials.add(Color::srgb(6.25, 9.4, 9.1)), // RGB values exceed 1 to achieve a bright color for the bloom effect
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transform: Transform {
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translation: vec3(0., 0., 2.),
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..default()
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},
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..default()
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},
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));
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}
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fn setup_instructions(mut commands: Commands) {
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commands.spawn(
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TextBundle::from_section(
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"Move the light with WASD.\nThe camera will smoothly track the light.",
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TextStyle::default(),
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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}
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fn setup_camera(mut commands: Commands) {
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commands.spawn((
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Camera2dBundle {
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camera: Camera {
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hdr: true, // HDR is required for the bloom effect
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..default()
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},
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..default()
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},
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Bloom::NATURAL,
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));
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}
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/// Update the camera position by tracking the player.
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fn update_camera(
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mut camera: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
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player: Query<&Transform, (With<Player>, Without<Camera2d>)>,
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time: Res<Time>,
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) {
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let Ok(mut camera) = camera.get_single_mut() else {
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return;
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};
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let Ok(player) = player.get_single() else {
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return;
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};
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let Vec3 { x, y, .. } = player.translation;
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let direction = Vec3::new(x, y, camera.translation.z);
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// Applies a smooth effect to camera movement using stable interpolation
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// between the camera position and the player position on the x and y axes.
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camera
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.translation
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.smooth_nudge(&direction, CAMERA_DECAY_RATE, time.delta_seconds());
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}
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/// Update the player position with keyboard inputs.
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/// Note that the approach used here is for demonstration purposes only,
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/// as the point of this example is to showcase the camera tracking feature.
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///
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/// A more robust solution for player movement can be found in `examples/movement/physics_in_fixed_timestep.rs`.
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fn move_player(
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mut player: Query<&mut Transform, With<Player>>,
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time: Res<Time>,
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kb_input: Res<ButtonInput<KeyCode>>,
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) {
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let Ok(mut player) = player.get_single_mut() else {
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return;
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};
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let mut direction = Vec2::ZERO;
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if kb_input.pressed(KeyCode::KeyW) {
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direction.y += 1.;
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}
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if kb_input.pressed(KeyCode::KeyS) {
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direction.y -= 1.;
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}
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if kb_input.pressed(KeyCode::KeyA) {
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direction.x -= 1.;
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}
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if kb_input.pressed(KeyCode::KeyD) {
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direction.x += 1.;
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}
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// Progressively update the player's position over time. Normalize the
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// direction vector to prevent it from exceeding a magnitude of 1 when
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// moving diagonally.
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let move_delta = direction.normalize_or_zero() * PLAYER_SPEED * time.delta_seconds();
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player.translation += move_delta.extend(0.);
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}
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