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