bevy/examples/camera/camera_orbit.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00

148 lines
4.8 KiB
Rust

//! Shows how to orbit camera around a static scene using pitch, yaw, and roll.
//!
//! See also: `first_person_view_model` example, which does something similar but as a first-person
//! camera view.
use std::{f32::consts::FRAC_PI_2, ops::Range};
use bevy::{input::mouse::AccumulatedMouseMotion, prelude::*};
#[derive(Debug, Resource)]
struct CameraSettings {
pub orbit_distance: f32,
pub pitch_speed: f32,
// Clamp pitch to this range
pub pitch_range: Range<f32>,
pub roll_speed: f32,
pub yaw_speed: f32,
}
impl Default for CameraSettings {
fn default() -> Self {
// Limiting pitch stops some unexpected rotation past 90° up or down.
let pitch_limit = FRAC_PI_2 - 0.01;
Self {
// These values are completely arbitrary, chosen because they seem to produce
// "sensible" results for this example. Adjust as required.
orbit_distance: 20.0,
pitch_speed: 0.003,
pitch_range: -pitch_limit..pitch_limit,
roll_speed: 1.0,
yaw_speed: 0.004,
}
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<CameraSettings>()
.add_systems(Startup, (setup, instructions))
.add_systems(Update, orbit)
.run();
}
/// Set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Name::new("Camera"),
Camera3d::default(),
Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Name::new("Plane"),
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.3, 0.5, 0.3),
// Turning off culling keeps the plane visible when viewed from beneath.
cull_mode: None,
..default()
})),
));
commands.spawn((
Name::new("Cube"),
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
Transform::from_xyz(1.5, 0.51, 1.5),
));
commands.spawn((
Name::new("Light"),
PointLight::default(),
Transform::from_xyz(3.0, 8.0, 5.0),
));
}
fn instructions(mut commands: Commands) {
commands
.spawn((
Name::new("Instructions"),
NodeBundle {
style: Style {
align_items: AlignItems::Start,
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Start,
width: Val::Percent(100.),
..default()
},
..default()
},
))
.with_children(|parent| {
parent.spawn(Text::new("Mouse up or down: pitch"));
parent.spawn(Text::new("Mouse left or right: yaw"));
parent.spawn(Text::new("Mouse buttons: roll"));
});
}
fn orbit(
mut camera: Query<&mut Transform, With<Camera>>,
camera_settings: Res<CameraSettings>,
mouse_buttons: Res<ButtonInput<MouseButton>>,
mouse_motion: Res<AccumulatedMouseMotion>,
time: Res<Time>,
) {
let mut transform = camera.single_mut();
let delta = mouse_motion.delta;
let mut delta_roll = 0.0;
if mouse_buttons.pressed(MouseButton::Left) {
delta_roll -= 1.0;
}
if mouse_buttons.pressed(MouseButton::Right) {
delta_roll += 1.0;
}
// Mouse motion is one of the few inputs that should not be multiplied by delta time,
// as we are already receiving the full movement since the last frame was rendered. Multiplying
// by delta time here would make the movement slower that it should be.
let delta_pitch = delta.y * camera_settings.pitch_speed;
let delta_yaw = delta.x * camera_settings.yaw_speed;
// Conversely, we DO need to factor in delta time for mouse button inputs.
delta_roll *= camera_settings.roll_speed * time.delta_seconds();
// Obtain the existing pitch, yaw, and roll values from the transform.
let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
// Establish the new yaw and pitch, preventing the pitch value from exceeding our limits.
let pitch = (pitch + delta_pitch).clamp(
camera_settings.pitch_range.start,
camera_settings.pitch_range.end,
);
let roll = roll + delta_roll;
let yaw = yaw + delta_yaw;
transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
// Adjust the translation to maintain the correct orientation toward the orbit target.
// In our example it's a static target, but this could easily be customised.
let target = Vec3::ZERO;
transform.translation = target - transform.forward() * camera_settings.orbit_distance;
}