 25bfa80e60
			
		
	
	
		25bfa80e60
		
			
		
	
	
	
	
		
			
			# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			273 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			273 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates different sub view effects.
 | |
| //!
 | |
| //! A sub view is essentially a smaller section of a larger viewport. Some use
 | |
| //! cases include:
 | |
| //! - Split one image across multiple cameras, for use in a multimonitor setups
 | |
| //! - Magnify a section of the image, by rendering a small sub view in another
 | |
| //!   camera
 | |
| //! - Rapidly change the sub view offset to get a screen shake effect
 | |
| use bevy::{
 | |
|     prelude::*,
 | |
|     render::camera::{ScalingMode, SubCameraView, Viewport},
 | |
| };
 | |
| 
 | |
| const PADDING: u32 = 10;
 | |
| const SMALL_SIZE: u32 = 100;
 | |
| const LARGE_SIZE: u32 = 450;
 | |
| 
 | |
| const WINDOW_HEIGHT: f32 = (LARGE_SIZE + PADDING * 3 + SMALL_SIZE) as f32;
 | |
| const WINDOW_WIDTH: f32 = (LARGE_SIZE * 2 + PADDING * 3) as f32;
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins.set(WindowPlugin {
 | |
|             primary_window: Some(Window {
 | |
|                 // Fix window size to avoid issues with viewports on resizing
 | |
|                 resize_constraints: WindowResizeConstraints {
 | |
|                     min_width: WINDOW_WIDTH,
 | |
|                     min_height: WINDOW_HEIGHT,
 | |
|                     max_width: WINDOW_WIDTH,
 | |
|                     max_height: WINDOW_HEIGHT,
 | |
|                 },
 | |
|                 ..default()
 | |
|             }),
 | |
|             ..default()
 | |
|         }))
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, move_camera_view)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[derive(Debug, Component)]
 | |
| struct MovingCameraMarker;
 | |
| 
 | |
| /// Set up a simple 3D scene
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     let transform = Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y);
 | |
| 
 | |
|     // Plane
 | |
|     commands.spawn((
 | |
|         Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
 | |
|         MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
 | |
|     ));
 | |
| 
 | |
|     // Cube
 | |
|     commands.spawn((
 | |
|         Mesh3d(meshes.add(Cuboid::default())),
 | |
|         MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
 | |
|         Transform::from_xyz(0.0, 0.5, 0.0),
 | |
|     ));
 | |
| 
 | |
|     // Light
 | |
|     commands.spawn((
 | |
|         PointLight {
 | |
|             shadows_enabled: true,
 | |
|             ..default()
 | |
|         },
 | |
|         Transform::from_xyz(4.0, 8.0, 4.0),
 | |
|     ));
 | |
| 
 | |
|     // Main perspective Camera
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Camera {
 | |
|             viewport: Option::from(Viewport {
 | |
|                 physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
 | |
|                 physical_position: UVec2::new(PADDING, PADDING * 2 + SMALL_SIZE),
 | |
|                 ..default()
 | |
|             }),
 | |
|             ..default()
 | |
|         },
 | |
|         transform,
 | |
|     ));
 | |
| 
 | |
|     // Perspective camera left half
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Camera {
 | |
|             viewport: Option::from(Viewport {
 | |
|                 physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
 | |
|                 physical_position: UVec2::new(PADDING, PADDING),
 | |
|                 ..default()
 | |
|             }),
 | |
|             sub_camera_view: Some(SubCameraView {
 | |
|                 // Set the sub view camera to the right half of the full image
 | |
|                 //
 | |
|                 // The values of `full_size` and `size` do not have to be the
 | |
|                 // exact values of your physical viewport. The important part is
 | |
|                 // the ratio between them.
 | |
|                 full_size: UVec2::new(10, 10),
 | |
|                 // The `offset` is also relative to the values in `full_size`
 | |
|                 // and `size`
 | |
|                 offset: Vec2::new(5.0, 0.0),
 | |
|                 size: UVec2::new(5, 10),
 | |
|             }),
 | |
|             order: 1,
 | |
|             ..default()
 | |
|         },
 | |
|         transform,
 | |
|     ));
 | |
| 
 | |
|     // Perspective camera moving
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Camera {
 | |
|             viewport: Option::from(Viewport {
 | |
|                 physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
 | |
|                 physical_position: UVec2::new(PADDING * 2 + SMALL_SIZE, PADDING),
 | |
|                 ..default()
 | |
|             }),
 | |
|             sub_camera_view: Some(SubCameraView {
 | |
|                 // Set the sub view camera to a fifth of the full view and
 | |
|                 // move it in another system
 | |
|                 full_size: UVec2::new(500, 500),
 | |
|                 offset: Vec2::ZERO,
 | |
|                 size: UVec2::new(100, 100),
 | |
|             }),
 | |
|             order: 2,
 | |
|             ..default()
 | |
|         },
 | |
|         transform,
 | |
|         MovingCameraMarker,
 | |
|     ));
 | |
| 
 | |
|     // Perspective camera control
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Camera {
 | |
|             viewport: Option::from(Viewport {
 | |
|                 physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
 | |
|                 physical_position: UVec2::new(PADDING * 3 + SMALL_SIZE * 2, PADDING),
 | |
|                 ..default()
 | |
|             }),
 | |
|             sub_camera_view: Some(SubCameraView {
 | |
|                 // Set the sub view to the full image, to ensure that it matches
 | |
|                 // the projection without sub view
 | |
|                 full_size: UVec2::new(450, 450),
 | |
|                 offset: Vec2::ZERO,
 | |
|                 size: UVec2::new(450, 450),
 | |
|             }),
 | |
|             order: 3,
 | |
|             ..default()
 | |
|         },
 | |
|         transform,
 | |
|     ));
 | |
| 
 | |
|     // Main orthographic camera
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Projection::from(OrthographicProjection {
 | |
|             scaling_mode: ScalingMode::FixedVertical(6.0),
 | |
|             ..OrthographicProjection::default_3d()
 | |
|         }),
 | |
|         Camera {
 | |
|             viewport: Option::from(Viewport {
 | |
|                 physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
 | |
|                 physical_position: UVec2::new(PADDING * 2 + LARGE_SIZE, PADDING * 2 + SMALL_SIZE),
 | |
|                 ..default()
 | |
|             }),
 | |
|             order: 4,
 | |
|             ..default()
 | |
|         },
 | |
|         transform,
 | |
|     ));
 | |
| 
 | |
|     // Orthographic camera left half
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Projection::from(OrthographicProjection {
 | |
|             scaling_mode: ScalingMode::FixedVertical(6.0),
 | |
|             ..OrthographicProjection::default_3d()
 | |
|         }),
 | |
|         Camera {
 | |
|             viewport: Option::from(Viewport {
 | |
|                 physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
 | |
|                 physical_position: UVec2::new(PADDING * 5 + SMALL_SIZE * 4, PADDING),
 | |
|                 ..default()
 | |
|             }),
 | |
|             sub_camera_view: Some(SubCameraView {
 | |
|                 // Set the sub view camera to the left half of the full image.
 | |
|                 //
 | |
|                 // The values of `full_size` and `size` do not have to be the
 | |
|                 // exact values of your physical viewport. The important part is
 | |
|                 // the ratio between them.
 | |
|                 full_size: UVec2::new(2, 2),
 | |
|                 offset: Vec2::ZERO,
 | |
|                 size: UVec2::new(1, 2),
 | |
|             }),
 | |
|             order: 5,
 | |
|             ..default()
 | |
|         },
 | |
|         transform,
 | |
|     ));
 | |
| 
 | |
|     // Orthographic camera moving
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Projection::from(OrthographicProjection {
 | |
|             scaling_mode: ScalingMode::FixedVertical(6.0),
 | |
|             ..OrthographicProjection::default_3d()
 | |
|         }),
 | |
|         Camera {
 | |
|             viewport: Option::from(Viewport {
 | |
|                 physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
 | |
|                 physical_position: UVec2::new(PADDING * 6 + SMALL_SIZE * 5, PADDING),
 | |
|                 ..default()
 | |
|             }),
 | |
|             sub_camera_view: Some(SubCameraView {
 | |
|                 // Set the sub view camera to a fifth of the full view and
 | |
|                 // move it in another system
 | |
|                 full_size: UVec2::new(500, 500),
 | |
|                 offset: Vec2::ZERO,
 | |
|                 size: UVec2::new(100, 100),
 | |
|             }),
 | |
|             order: 6,
 | |
|             ..default()
 | |
|         },
 | |
|         transform,
 | |
|         MovingCameraMarker,
 | |
|     ));
 | |
| 
 | |
|     // Orthographic camera control
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Projection::from(OrthographicProjection {
 | |
|             scaling_mode: ScalingMode::FixedVertical(6.0),
 | |
|             ..OrthographicProjection::default_3d()
 | |
|         }),
 | |
|         Camera {
 | |
|             viewport: Option::from(Viewport {
 | |
|                 physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
 | |
|                 physical_position: UVec2::new(PADDING * 7 + SMALL_SIZE * 6, PADDING),
 | |
|                 ..default()
 | |
|             }),
 | |
|             sub_camera_view: Some(SubCameraView {
 | |
|                 // Set the sub view to the full image, to ensure that it matches
 | |
|                 // the projection without sub view
 | |
|                 full_size: UVec2::new(450, 450),
 | |
|                 offset: Vec2::ZERO,
 | |
|                 size: UVec2::new(450, 450),
 | |
|             }),
 | |
|             order: 7,
 | |
|             ..default()
 | |
|         },
 | |
|         transform,
 | |
|     ));
 | |
| }
 | |
| 
 | |
| fn move_camera_view(
 | |
|     mut movable_camera_query: Query<&mut Camera, With<MovingCameraMarker>>,
 | |
|     time: Res<Time>,
 | |
| ) {
 | |
|     for mut camera in movable_camera_query.iter_mut() {
 | |
|         if let Some(sub_view) = &mut camera.sub_camera_view {
 | |
|             sub_view.offset.x = (time.elapsed_seconds() * 150.) % 450.0 - 50.0;
 | |
|             sub_view.offset.y = sub_view.offset.x;
 | |
|         }
 | |
|     }
 | |
| }
 |