# Objective
- Fixes#4456
## Solution
- Removed the `near` and `far` fields from the camera and the views.
---
## Changelog
- Removed the `near` and `far` fields from the camera and the views.
- Removed the `ClusterFarZMode::CameraFarPlane` far z mode.
## Migration Guide
- Cameras no longer accept near and far values during initialization
- `ClusterFarZMode::Constant` should be used with the far value instead of `ClusterFarZMode::CameraFarPlane`
# Objective
Provide a starting point for #3951, or a partial solution.
Providing a few comment blocks to discuss, and hopefully find better one in the process.
## Solution
Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less.
## Changelog
- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples
TODO:
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet
- [x] all other example groups...
Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed.
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
# Objective
glTF files can contain cameras. Currently the scene viewer example uses _a_ camera defined in the file if possible, otherwise it spawns a new one. It would be nice if instead it could load all the cameras and cycle through them, while also having a separate user-controller camera.
## Solution
- instead of just a camera that is already defined, always spawn a new separate user-controller camera
- maintain a list of loaded cameras and cycle through them (wrapping to the user-controller camera) when pressing `C`
This matches the behavious that https://github.khronos.org/glTF-Sample-Viewer-Release/ has.
## Implementation notes
- The gltf scene asset loader just spawns the cameras into the world, but does not return a mapping of camera index to bevy entity. So instead the scene_viewer example just collects all spawned cameras with a good old `query.iter().collect()`, so the order is unspecified and may change between runs.
## Demo
https://user-images.githubusercontent.com/22177966/161826637-40161482-5b3b-4df5-aae8-1d5e9b918393.mp4
using the virtual city glTF sample file: https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/VC
Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
# Objective
- Changing animation mid animation can leave the model not in its original position
- ~~The movement speed is fixed, no matter the size of the model~~
## Solution
- when changing animation, set it to its initial state and wait for one frame before changing the animation
- ~~when settings the camera controller, use the camera transform to know how far it is from the origin and use the distance for the speed~~
The scene viewer example doesn't run on wasm because it sets the asset folder to `std::env::var("CARGO_MANIFEST_DIR").unwrap()`, which isn't supported on the web.
Solution: set the asset folder to `"."` instead.
# Objective
- Only move the camera when explicitly wanted, otherwise the camera goes crazy if the cursor isn't already in the middle of the window when it opens.
## Solution
- Check if the Left mouse button is pressed before updating the mouse delta
- Input is configurable
# Objective
- Since #4224, using labels which only refer to one system doesn't make sense.
## Solution
- Remove some of those.
## Future work
- We should remove the ability to use strings as system labels entirely. I haven't in this PR because there are tests which use this, and that's a lot of code to change.
- The only use cases for labels are either intra-crate, which use #4224, or inter-crate, which should either use #4224 or explicit types. Neither of those should use strings.
# Objective
- Allow quick and easy testing of scenes
## Solution
- Add a `scene-viewer` tool based on `load_gltf`.
- Run it with e.g. `cargo run --release --example scene_viewer --features jpeg -- ../some/path/assets/models/Sponza/glTF/Sponza.gltf#Scene0`
- Configure the asset path as pointing to the repo root for convenience (paths specified relative to current working directory)
- Copy over the camera controller from the `shadow_biases` example
- Support toggling the light animation
- Support toggling shadows
- Support adjusting the directional light shadow projection (cascaded shadow maps will remove the need for this later)
I don't want to do too much on it up-front. Rather we can add features over time as we need them.