 bed9ddf3ce
			
		
	
	
		bed9ddf3ce
		
			
		
	
	
	
	
		
			
			# Objective - Fixes https://github.com/bevyengine/bevy/issues/16556 - Closes https://github.com/bevyengine/bevy/issues/11807 ## Solution - Simplify custom projections by using a single source of truth - `Projection`, removing all existing generic systems and types. - Existing perspective and orthographic structs are no longer components - I could dissolve these to simplify further, but keeping them around was the fast way to implement this. - Instead of generics, introduce a third variant, with a trait object. - Do an object safety dance with an intermediate trait to allow cloning boxed camera projections. This is a normal rust polymorphism papercut. You can do this with a crate but a manual impl is short and sweet. ## Testing - Added a custom projection example --- ## Showcase - Custom projections and projection handling has been simplified. - Projection systems are no longer generic, with the potential for many different projection components on the same camera. - Instead `Projection` is now the single source of truth for camera projections, and is the only projection component. - Custom projections are still supported, and can be constructed with `Projection::custom()`. ## Migration Guide - `PerspectiveProjection` and `OrthographicProjection` are no longer components. Use `Projection` instead. - Custom projections should no longer be inserted as a component. Instead, simply set the custom projection as a value of `Projection` with `Projection::custom()`.
		
			
				
	
	
		
			85 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates how to define and use custom camera projections.
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| 
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| use bevy::prelude::*;
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| use bevy::render::camera::CameraProjection;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .run();
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| }
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| 
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| /// Like a perspective projection, but the vanishing point is not centered.
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| #[derive(Debug, Clone)]
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| struct ObliquePerspectiveProjection {
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|     horizontal_obliqueness: f32,
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|     vertical_obliqueness: f32,
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|     perspective: PerspectiveProjection,
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| }
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| 
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| /// Implement the [`CameraProjection`] trait for our custom projection:
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| impl CameraProjection for ObliquePerspectiveProjection {
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|     fn get_clip_from_view(&self) -> Mat4 {
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|         let mut mat = self.perspective.get_clip_from_view();
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|         mat.col_mut(2)[0] = self.horizontal_obliqueness;
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|         mat.col_mut(2)[1] = self.vertical_obliqueness;
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|         mat
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|     }
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| 
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|     fn get_clip_from_view_for_sub(&self, sub_view: &bevy_render::camera::SubCameraView) -> Mat4 {
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|         let mut mat = self.perspective.get_clip_from_view_for_sub(sub_view);
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|         mat.col_mut(2)[0] = self.horizontal_obliqueness;
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|         mat.col_mut(2)[1] = self.vertical_obliqueness;
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|         mat
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|     }
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| 
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|     fn update(&mut self, width: f32, height: f32) {
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|         self.perspective.update(width, height);
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|     }
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| 
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|     fn far(&self) -> f32 {
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|         self.perspective.far
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|     }
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| 
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|     fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] {
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|         self.perspective.get_frustum_corners(z_near, z_far)
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|     }
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| }
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| 
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     commands.spawn((
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|         Camera3d::default(),
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|         // Use our custom projection:
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|         Projection::custom(ObliquePerspectiveProjection {
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|             horizontal_obliqueness: 0.2,
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|             vertical_obliqueness: 0.6,
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|             perspective: PerspectiveProjection::default(),
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|         }),
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|         Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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|     ));
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| 
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|     // Scene setup
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|     commands.spawn((
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|         Mesh3d(meshes.add(Circle::new(4.0))),
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|         MeshMaterial3d(materials.add(Color::WHITE)),
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|         Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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|     ));
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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|         MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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|         Transform::from_xyz(0.0, 0.5, 0.0),
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|     ));
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|     commands.spawn((
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|         PointLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Transform::from_xyz(4.0, 8.0, 4.0),
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|     ));
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| }
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