 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.
		
			
				
	
	
		
			58 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			58 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to create a 3D orthographic view (for isometric-look games or CAD applications).
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| 
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| use bevy::{prelude::*, render::camera::ScalingMode};
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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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| /// set up a simple 3D scene
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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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|     // camera
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|     commands.spawn((
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|         Camera3d::default(),
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|         Projection::from(OrthographicProjection {
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|             // 6 world units per window height.
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|             scaling_mode: ScalingMode::FixedVertical(6.0),
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|             ..OrthographicProjection::default_3d()
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|         }),
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|         Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|     ));
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| 
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|     // plane
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|     commands.spawn((
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|         Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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|         MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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|     ));
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|     // cubes
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::default())),
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|         MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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|         Transform::from_xyz(1.5, 0.5, 1.5),
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|     ));
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::default())),
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|         MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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|         Transform::from_xyz(1.5, 0.5, -1.5),
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|     ));
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::default())),
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|         MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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|         Transform::from_xyz(-1.5, 0.5, 1.5),
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|     ));
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::default())),
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|         MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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|         Transform::from_xyz(-1.5, 0.5, -1.5),
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|     ));
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|     // light
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|     commands.spawn((PointLight::default(), Transform::from_xyz(3.0, 8.0, 5.0)));
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| }
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