bevy/pipelined/bevy_render2/src/camera/camera.rs
2021-07-24 16:43:37 -07:00

114 lines
3.9 KiB
Rust

use crate::camera::CameraProjection;
use bevy_ecs::{
component::Component,
entity::Entity,
event::EventReader,
prelude::DetectChanges,
query::Added,
reflect::ReflectComponent,
system::{Query, QuerySet, Res},
};
use bevy_math::{Mat4, Vec2, Vec3};
use bevy_reflect::{Reflect, ReflectDeserialize};
use bevy_transform::components::GlobalTransform;
use bevy_window::{WindowCreated, WindowId, WindowResized, Windows};
use serde::{Deserialize, Serialize};
#[derive(Default, Debug, Reflect)]
#[reflect(Component)]
pub struct Camera {
pub projection_matrix: Mat4,
pub name: Option<String>,
#[reflect(ignore)]
pub window: WindowId,
#[reflect(ignore)]
pub depth_calculation: DepthCalculation,
}
#[derive(Debug, Clone, Copy, Reflect, Serialize, Deserialize)]
#[reflect_value(Serialize, Deserialize)]
pub enum DepthCalculation {
/// Pythagorean distance; works everywhere, more expensive to compute.
Distance,
/// Optimization for 2D; assuming the camera points towards -Z.
ZDifference,
}
impl Default for DepthCalculation {
fn default() -> Self {
DepthCalculation::Distance
}
}
impl Camera {
/// Given a position in world space, use the camera to compute the screen space coordinates.
pub fn world_to_screen(
&self,
windows: &Windows,
camera_transform: &GlobalTransform,
world_position: Vec3,
) -> Option<Vec2> {
let window = windows.get(self.window)?;
let window_size = Vec2::new(window.width(), window.height());
// Build a transform to convert from world to NDC using camera data
let world_to_ndc: Mat4 =
self.projection_matrix * camera_transform.compute_matrix().inverse();
let ndc_space_coords: Vec3 = world_to_ndc.project_point3(world_position);
// NDC z-values outside of 0 < z < 1 are behind the camera and are thus not in screen space
if ndc_space_coords.z < 0.0 || ndc_space_coords.z > 1.0 {
return None;
}
// Once in NDC space, we can discard the z element and rescale x/y to fit the screen
let screen_space_coords = (ndc_space_coords.truncate() + Vec2::ONE) / 2.0 * window_size;
Some(screen_space_coords)
}
}
#[allow(clippy::type_complexity)]
pub fn camera_system<T: CameraProjection + Component>(
mut window_resized_events: EventReader<WindowResized>,
mut window_created_events: EventReader<WindowCreated>,
windows: Res<Windows>,
mut queries: QuerySet<(
Query<(Entity, &mut Camera, &mut T)>,
Query<Entity, Added<Camera>>,
)>,
) {
let mut changed_window_ids = Vec::new();
// handle resize events. latest events are handled first because we only want to resize each
// window once
for event in window_resized_events.iter().rev() {
if changed_window_ids.contains(&event.id) {
continue;
}
changed_window_ids.push(event.id);
}
// handle resize events. latest events are handled first because we only want to resize each
// window once
for event in window_created_events.iter().rev() {
if changed_window_ids.contains(&event.id) {
continue;
}
changed_window_ids.push(event.id);
}
let mut added_cameras = vec![];
for entity in &mut queries.q1().iter() {
added_cameras.push(entity);
}
for (entity, mut camera, mut camera_projection) in queries.q0_mut().iter_mut() {
if let Some(window) = windows.get(camera.window) {
if changed_window_ids.contains(&window.id())
|| added_cameras.contains(&entity)
|| camera_projection.is_changed()
{
camera_projection.update(window.width(), window.height());
camera.projection_matrix = camera_projection.get_projection_matrix();
camera.depth_calculation = camera_projection.depth_calculation();
}
}
}
}