Changed (Vec2, Vec2) to Rect in Camera::logical_viewport_rect (#7867)

# Objective

`Camera::logical_viewport_rect()` returns `Option<(Vec2, Vec2)>` which
is a tuple of vectors representing the `(min, max)` bounds of the
viewport rect. Since the function says it returns a rect and there is a
`Rect { min, max }` struct in `bevy_math`, using the struct will be
clearer.

## Solution

Replaced `Option<(Vec2, Vec2)>` with `Option<Rect>` for
`Camera::logical_viewport_rect()`.

---

## Changelog

- Changed `Camera::logical_viewport_rect` return type from `(Vec2,
Vec2)` to `Rect`

## Migration Guide

Before:
```
fn view_logical_camera_rect(camera_query: Query<&Camera>) {
    let camera = camera_query.single();
    let Some((min, max)) = camera.logical_viewport_rect() else { return };
    dbg!(min, max);
}
```

After:
```
fn view_logical_camera_rect(camera_query: Query<&Camera>) {
    let camera = camera_query.single();
    let Some(Rect { min, max }) = camera.logical_viewport_rect() else { return };
    dbg!(min, max);
}
```
This commit is contained in:
Scott Lambert 2023-04-24 23:24:52 +08:00 committed by GitHub
parent b5d24d8fb2
commit 288009ab8b
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@ -18,7 +18,7 @@ use bevy_ecs::{
system::{Commands, Query, Res, ResMut, Resource}, system::{Commands, Query, Res, ResMut, Resource},
}; };
use bevy_log::warn; use bevy_log::warn;
use bevy_math::{Mat4, Ray, UVec2, UVec4, Vec2, Vec3}; use bevy_math::{Mat4, Ray, Rect, UVec2, UVec4, Vec2, Vec3};
use bevy_reflect::prelude::*; use bevy_reflect::prelude::*;
use bevy_reflect::FromReflect; use bevy_reflect::FromReflect;
use bevy_transform::components::GlobalTransform; use bevy_transform::components::GlobalTransform;
@ -156,13 +156,16 @@ impl Camera {
Some((min, max)) Some((min, max))
} }
/// The rendered logical bounds (minimum, maximum) of the camera. If the `viewport` field is set /// The rendered logical bounds [`Rect`] of the camera. If the `viewport` field is set to
/// to [`Some`], this will be the rect of that custom viewport. Otherwise it will default to the /// [`Some`], this will be the rect of that custom viewport. Otherwise it will default to the
/// full logical rect of the current [`RenderTarget`]. /// full logical rect of the current [`RenderTarget`].
#[inline] #[inline]
pub fn logical_viewport_rect(&self) -> Option<(Vec2, Vec2)> { pub fn logical_viewport_rect(&self) -> Option<Rect> {
let (min, max) = self.physical_viewport_rect()?; let (min, max) = self.physical_viewport_rect()?;
Some((self.to_logical(min)?, self.to_logical(max)?)) Some(Rect {
min: self.to_logical(min)?,
max: self.to_logical(max)?,
})
} }
/// The logical size of this camera's viewport. If the `viewport` field is set to [`Some`], this /// The logical size of this camera's viewport. If the `viewport` field is set to [`Some`], this