mirror of
https://github.com/bevyengine/bevy
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bf6de89622
**Problem** - whenever you want more than one of the builtin cameras (for example multiple windows, split screen, portals), you need to add a render graph node that executes the correct sub graph, extract the camera into the render world and add the correct `RenderPhase<T>` components - querying for the 3d camera is annoying because you need to compare the camera's name to e.g. `CameraPlugin::CAMERA_3d` **Solution** - Introduce the marker types `Camera3d`, `Camera2d` and `CameraUi` -> `Query<&mut Transform, With<Camera3d>>` works - `PerspectiveCameraBundle::new_3d()` and `PerspectiveCameraBundle::<Camera3d>::default()` contain the `Camera3d` marker - `OrthographicCameraBundle::new_3d()` has `Camera3d`, `OrthographicCameraBundle::new_2d()` has `Camera2d` - remove `ActiveCameras`, `ExtractedCameraNames` - run 2d, 3d and ui passes for every camera of their respective marker -> no custom setup for multiple windows example needed **Open questions** - do we need a replacement for `ActiveCameras`? What about a component `ActiveCamera { is_active: bool }` similar to `Visibility`? Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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bevy_app | ||
bevy_asset | ||
bevy_audio | ||
bevy_core | ||
bevy_core_pipeline | ||
bevy_crevice | ||
bevy_derive | ||
bevy_diagnostic | ||
bevy_dylib | ||
bevy_dynamic_plugin | ||
bevy_ecs | ||
bevy_ecs_compile_fail_tests | ||
bevy_gilrs | ||
bevy_gltf | ||
bevy_input | ||
bevy_internal | ||
bevy_log | ||
bevy_macro_utils | ||
bevy_math | ||
bevy_pbr | ||
bevy_reflect | ||
bevy_render | ||
bevy_scene | ||
bevy_sprite | ||
bevy_tasks | ||
bevy_text | ||
bevy_transform | ||
bevy_ui | ||
bevy_utils | ||
bevy_window | ||
bevy_winit |