//! Demonstrates how to define and use custom camera projections. use bevy::prelude::*; use bevy::render::camera::CameraProjection; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } /// Like a perspective projection, but the vanishing point is not centered. #[derive(Debug, Clone)] struct ObliquePerspectiveProjection { horizontal_obliqueness: f32, vertical_obliqueness: f32, perspective: PerspectiveProjection, } /// Implement the [`CameraProjection`] trait for our custom projection: impl CameraProjection for ObliquePerspectiveProjection { fn get_clip_from_view(&self) -> Mat4 { let mut mat = self.perspective.get_clip_from_view(); mat.col_mut(2)[0] = self.horizontal_obliqueness; mat.col_mut(2)[1] = self.vertical_obliqueness; mat } fn get_clip_from_view_for_sub(&self, sub_view: &bevy_render::camera::SubCameraView) -> Mat4 { let mut mat = self.perspective.get_clip_from_view_for_sub(sub_view); mat.col_mut(2)[0] = self.horizontal_obliqueness; mat.col_mut(2)[1] = self.vertical_obliqueness; mat } fn update(&mut self, width: f32, height: f32) { self.perspective.update(width, height); } fn far(&self) -> f32 { self.perspective.far } fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] { self.perspective.get_frustum_corners(z_near, z_far) } } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { commands.spawn(( Camera3d::default(), // Use our custom projection: Projection::custom(ObliquePerspectiveProjection { horizontal_obliqueness: 0.2, vertical_obliqueness: 0.6, perspective: PerspectiveProjection::default(), }), Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y), )); // Scene setup commands.spawn(( Mesh3d(meshes.add(Circle::new(4.0))), MeshMaterial3d(materials.add(Color::WHITE)), Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)), )); commands.spawn(( Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))), MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))), Transform::from_xyz(0.0, 0.5, 0.0), )); commands.spawn(( PointLight { shadows_enabled: true, ..default() }, Transform::from_xyz(4.0, 8.0, 4.0), )); }