bevy/examples/camera/projection_zoom.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# 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.
2024-10-05 01:59:52 +00:00

175 lines
6.4 KiB
Rust

//! Shows how to zoom orthographic and perspective projection cameras.
use std::{f32::consts::PI, ops::Range};
use bevy::{input::mouse::AccumulatedMouseScroll, prelude::*, render::camera::ScalingMode};
#[derive(Debug, Default, Resource)]
struct CameraSettings {
// Clamp fixed vertical scale to this range
pub orthographic_zoom_range: Range<f32>,
// Multiply mouse wheel inputs by this factor
pub orthographic_zoom_speed: f32,
// Clamp field of view to this range
pub perspective_zoom_range: Range<f32>,
// Multiply mouse wheel inputs by this factor
pub perspective_zoom_speed: f32,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<CameraSettings>()
.add_systems(Startup, (setup, instructions))
.add_systems(Update, (switch_projection, zoom))
.run();
}
/// Set up a simple 3D scene
fn setup(
asset_server: Res<AssetServer>,
mut camera_settings: ResMut<CameraSettings>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Perspective projections use field of view, expressed in radians. We would
// normally not set it to more than π, which represents a 180° FOV.
let min_fov = PI / 5.;
let max_fov = PI - 0.2;
// In orthographic projections, we specify sizes in world units. The below values
// are very roughly similar to the above FOV settings, in terms of how "far away"
// the subject will appear when used with FixedVertical scaling mode.
let min_zoom = 5.0;
let max_zoom = 150.0;
camera_settings.orthographic_zoom_range = min_zoom..max_zoom;
camera_settings.orthographic_zoom_speed = 1.0;
camera_settings.perspective_zoom_range = min_fov..max_fov;
// Changes in FOV are much more noticeable due to its limited range in radians
camera_settings.perspective_zoom_speed = 0.05;
commands.spawn((
Name::new("Camera"),
Camera3d::default(),
Projection::from(OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical(camera_settings.orthographic_zoom_range.start),
..OrthographicProjection::default_3d()
}),
Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Name::new("Plane"),
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.3, 0.5, 0.3),
// Turning off culling keeps the plane visible when viewed from beneath.
cull_mode: None,
..default()
})),
));
commands.spawn((
Name::new("Fox"),
SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
),
// Note: the scale adjustment is purely an accident of our fox model, which renders
// HUGE unless mitigated!
Transform::from_translation(Vec3::splat(0.0)).with_scale(Vec3::splat(0.025)),
));
commands.spawn((
Name::new("Light"),
PointLight::default(),
Transform::from_xyz(3.0, 8.0, 5.0),
));
}
fn instructions(mut commands: Commands) {
commands
.spawn((
Name::new("Instructions"),
NodeBundle {
style: Style {
align_items: AlignItems::Start,
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Start,
width: Val::Percent(100.),
..default()
},
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Scroll mouse wheel to zoom in/out",
TextStyle::default(),
));
parent.spawn(TextBundle::from_section(
"Space: switch between orthographic and perspective projections",
TextStyle::default(),
));
});
}
fn switch_projection(
mut camera: Query<&mut Projection, With<Camera>>,
camera_settings: Res<CameraSettings>,
keyboard_input: Res<ButtonInput<KeyCode>>,
) {
let mut projection = camera.single_mut();
if keyboard_input.just_pressed(KeyCode::Space) {
// Switch projection type
*projection = match *projection {
Projection::Orthographic(_) => Projection::Perspective(PerspectiveProjection {
fov: camera_settings.perspective_zoom_range.start,
..default()
}),
Projection::Perspective(_) => Projection::Orthographic(OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical(
camera_settings.orthographic_zoom_range.start,
),
..OrthographicProjection::default_3d()
}),
}
}
}
fn zoom(
mut camera: Query<&mut Projection, With<Camera>>,
camera_settings: Res<CameraSettings>,
mouse_wheel_input: Res<AccumulatedMouseScroll>,
) {
let projection = camera.single_mut();
// Usually, you won't need to handle both types of projection. This is by way of demonstration.
match projection.into_inner() {
Projection::Orthographic(ref mut orthographic) => {
// Get the current scaling_mode value to allow clamping the new value to our zoom range.
let ScalingMode::FixedVertical(current) = orthographic.scaling_mode else {
return;
};
// Set a new ScalingMode, clamped to a limited range.
let zoom_level = (current
+ camera_settings.orthographic_zoom_speed * mouse_wheel_input.delta.y)
.clamp(
camera_settings.orthographic_zoom_range.start,
camera_settings.orthographic_zoom_range.end,
);
orthographic.scaling_mode = ScalingMode::FixedVertical(zoom_level);
}
Projection::Perspective(ref mut perspective) => {
// Adjust the field of view, but keep it within our stated range.
perspective.fov = (perspective.fov
+ camera_settings.perspective_zoom_speed * mouse_wheel_input.delta.y)
.clamp(
camera_settings.perspective_zoom_range.start,
camera_settings.perspective_zoom_range.end,
);
}
}
}