mirror of
https://github.com/bevyengine/bevy
synced 2024-12-24 03:53:06 +00:00
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.
37 lines
1.3 KiB
Rust
37 lines
1.3 KiB
Rust
//! Hot reloading allows you to modify assets files to be immediately reloaded while your game is
|
|
//! running. This lets you immediately see the results of your changes without restarting the game.
|
|
//! This example illustrates hot reloading mesh changes.
|
|
//!
|
|
//! Note that hot asset reloading requires the [`AssetWatcher`](bevy::asset::io::AssetWatcher) to be enabled
|
|
//! for your current platform. For desktop platforms, enable the `file_watcher` cargo feature.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
// Load our mesh:
|
|
let scene_handle =
|
|
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf"));
|
|
|
|
// Any changes to the mesh will be reloaded automatically! Try making a change to torus.gltf.
|
|
// You should see the changes immediately show up in your app.
|
|
|
|
// mesh
|
|
commands.spawn(SceneRoot(scene_handle));
|
|
// light
|
|
commands.spawn((
|
|
DirectionalLight::default(),
|
|
Transform::from_xyz(4.0, 5.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|