 17e504812b
			
		
	
	
		17e504812b
		
			
		
	
	
	
	
		
			
			# Objective clean up example get_single method, make code clean; ## Solution - replace `Query` with `Single` Query - remove `get_single` or `get_single_mut` condition block
		
			
				
	
	
		
			261 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			261 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example showcases a 3D first-person camera.
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| //!
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| //! The setup presented here is a very common way of organizing a first-person game
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| //! where the player can see their own arms. We use two industry terms to differentiate
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| //! the kinds of models we have:
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| //!
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| //! - The *view model* is the model that represents the player's body.
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| //! - The *world model* is everything else.
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| //!
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| //! ## Motivation
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| //!
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| //! The reason for this distinction is that these two models should be rendered with different field of views (FOV).
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| //! The view model is typically designed and animated with a very specific FOV in mind, so it is
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| //! generally *fixed* and cannot be changed by a player. The world model, on the other hand, should
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| //! be able to change its FOV to accommodate the player's preferences for the following reasons:
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| //! - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help.
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| //! - *Tactical preference*: Does the player want to see more of the battlefield?
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| //!     Or have a more zoomed-in view for precision aiming?
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| //! - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV?
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| //!     Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen?
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| //!
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| //! ## Implementation
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| //!
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| //! The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed
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| //! FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player.
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| //!
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| //! We use different `RenderLayers` to select what to render.
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| //!
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| //! - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0.
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| //!     All static objects in the scene are also on layer 0 for the same reason.
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| //! - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects
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| //!     explicitly assigned to layer 1. The arm of the player is one such object.
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| //!     The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model.
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| //! - The light source in the scene must illuminate both the view model and the world model, so it is
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| //!     assigned to both layers 0 and 1.
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| //!
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| //! ## Controls
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| //!
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| //! | Key Binding          | Action        |
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| //! |:---------------------|:--------------|
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| //! | mouse                | Look around   |
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| //! | arrow up             | Decrease FOV  |
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| //! | arrow down           | Increase FOV  |
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| 
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| use std::f32::consts::FRAC_PI_2;
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| 
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| use bevy::{
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|     color::palettes::tailwind, input::mouse::AccumulatedMouseMotion, pbr::NotShadowCaster,
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|     prelude::*, render::view::RenderLayers,
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| };
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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(
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|             Startup,
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|             (
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|                 spawn_view_model,
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|                 spawn_world_model,
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|                 spawn_lights,
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|                 spawn_text,
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|             ),
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|         )
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|         .add_systems(Update, (move_player, change_fov))
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|         .run();
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| }
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| 
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| #[derive(Debug, Component)]
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| struct Player;
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| 
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| #[derive(Debug, Component, Deref, DerefMut)]
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| struct CameraSensitivity(Vec2);
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| 
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| impl Default for CameraSensitivity {
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|     fn default() -> Self {
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|         Self(
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|             // These factors are just arbitrary mouse sensitivity values.
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|             // It's often nicer to have a faster horizontal sensitivity than vertical.
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|             // We use a component for them so that we can make them user-configurable at runtime
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|             // for accessibility reasons.
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|             // It also allows you to inspect them in an editor if you `Reflect` the component.
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|             Vec2::new(0.003, 0.002),
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|         )
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|     }
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| }
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| 
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| #[derive(Debug, Component)]
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| struct WorldModelCamera;
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| 
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| /// Used implicitly by all entities without a `RenderLayers` component.
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| /// Our world model camera and all objects other than the player are on this layer.
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| /// The light source belongs to both layers.
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| const DEFAULT_RENDER_LAYER: usize = 0;
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| 
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| /// Used by the view model camera and the player's arm.
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| /// The light source belongs to both layers.
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| const VIEW_MODEL_RENDER_LAYER: usize = 1;
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| 
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| fn spawn_view_model(
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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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|     let arm = meshes.add(Cuboid::new(0.1, 0.1, 0.5));
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|     let arm_material = materials.add(Color::from(tailwind::TEAL_200));
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| 
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|     commands
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|         .spawn((
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|             Player,
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|             CameraSensitivity::default(),
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|             Transform::from_xyz(0.0, 1.0, 0.0),
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|             Visibility::default(),
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|         ))
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|         .with_children(|parent| {
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|             parent.spawn((
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|                 WorldModelCamera,
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|                 Camera3d::default(),
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|                 Projection::from(PerspectiveProjection {
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|                     fov: 90.0_f32.to_radians(),
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|                     ..default()
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|                 }),
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|             ));
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| 
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|             // Spawn view model camera.
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|             parent.spawn((
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|                 Camera3d::default(),
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|                 Camera {
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|                     // Bump the order to render on top of the world model.
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|                     order: 1,
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|                     ..default()
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|                 },
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|                 Projection::from(PerspectiveProjection {
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|                     fov: 70.0_f32.to_radians(),
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|                     ..default()
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|                 }),
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|                 // Only render objects belonging to the view model.
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|                 RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
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|             ));
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| 
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|             // Spawn the player's right arm.
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|             parent.spawn((
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|                 Mesh3d(arm),
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|                 MeshMaterial3d(arm_material),
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|                 Transform::from_xyz(0.2, -0.1, -0.25),
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|                 // Ensure the arm is only rendered by the view model camera.
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|                 RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
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|                 // The arm is free-floating, so shadows would look weird.
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|                 NotShadowCaster,
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|             ));
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|         });
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| }
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| 
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| fn spawn_world_model(
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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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|     let floor = meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(10.0)));
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|     let cube = meshes.add(Cuboid::new(2.0, 0.5, 1.0));
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|     let material = materials.add(Color::WHITE);
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| 
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|     // The world model camera will render the floor and the cubes spawned in this system.
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|     // Assigning no `RenderLayers` component defaults to layer 0.
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| 
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|     commands.spawn((Mesh3d(floor), MeshMaterial3d(material.clone())));
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| 
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|     commands.spawn((
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|         Mesh3d(cube.clone()),
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|         MeshMaterial3d(material.clone()),
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|         Transform::from_xyz(0.0, 0.25, -3.0),
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|     ));
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| 
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|     commands.spawn((
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|         Mesh3d(cube),
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|         MeshMaterial3d(material),
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|         Transform::from_xyz(0.75, 1.75, 0.0),
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|     ));
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| }
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| 
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| fn spawn_lights(mut commands: Commands) {
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|     commands.spawn((
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|         PointLight {
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|             color: Color::from(tailwind::ROSE_300),
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Transform::from_xyz(-2.0, 4.0, -0.75),
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|         // The light source illuminates both the world model and the view model.
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|         RenderLayers::from_layers(&[DEFAULT_RENDER_LAYER, VIEW_MODEL_RENDER_LAYER]),
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|     ));
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| }
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| 
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| fn spawn_text(mut commands: Commands) {
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|     commands
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|         .spawn(Node {
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|             position_type: PositionType::Absolute,
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|             bottom: Val::Px(12.0),
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|             left: Val::Px(12.0),
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|             ..default()
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|         })
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|         .with_child(Text::new(concat!(
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|             "Move the camera with your mouse.\n",
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|             "Press arrow up to decrease the FOV of the world model.\n",
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|             "Press arrow down to increase the FOV of the world model."
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|         )));
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| }
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| 
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| fn move_player(
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|     accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
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|     player: Single<(&mut Transform, &CameraSensitivity), With<Player>>,
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| ) {
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|     let (mut transform, camera_sensitivity) = player.into_inner();
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| 
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|     let delta = accumulated_mouse_motion.delta;
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| 
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|     if delta != Vec2::ZERO {
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|         // Note that we are not multiplying by delta_time here.
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|         // The reason is that for mouse movement, we already get the full movement that happened since the last frame.
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|         // This means that if we multiply by delta_time, we will get a smaller rotation than intended by the user.
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|         // This situation is reversed when reading e.g. analog input from a gamepad however, where the same rules
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|         // as for keyboard input apply. Such an input should be multiplied by delta_time to get the intended rotation
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|         // independent of the framerate.
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|         let delta_yaw = -delta.x * camera_sensitivity.x;
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|         let delta_pitch = -delta.y * camera_sensitivity.y;
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| 
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|         let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
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|         let yaw = yaw + delta_yaw;
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| 
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|         // If the pitch was ±¹⁄₂ π, the camera would look straight up or down.
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|         // When the user wants to move the camera back to the horizon, which way should the camera face?
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|         // The camera has no way of knowing what direction was "forward" before landing in that extreme position,
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|         // so the direction picked will for all intents and purposes be arbitrary.
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|         // Another issue is that for mathematical reasons, the yaw will effectively be flipped when the pitch is at the extremes.
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|         // To not run into these issues, we clamp the pitch to a safe range.
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|         const PITCH_LIMIT: f32 = FRAC_PI_2 - 0.01;
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|         let pitch = (pitch + delta_pitch).clamp(-PITCH_LIMIT, PITCH_LIMIT);
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| 
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|         transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
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|     }
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| }
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| 
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| fn change_fov(
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|     input: Res<ButtonInput<KeyCode>>,
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|     mut world_model_projection: Single<&mut Projection, With<WorldModelCamera>>,
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| ) {
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|     let Projection::Perspective(ref mut perspective) = world_model_projection.as_mut() else {
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|         unreachable!(
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|             "The `Projection` component was explicitly built with `Projection::Perspective`"
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|         );
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|     };
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| 
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|     if input.pressed(KeyCode::ArrowUp) {
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|         perspective.fov -= 1.0_f32.to_radians();
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|         perspective.fov = perspective.fov.max(20.0_f32.to_radians());
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|     }
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|     if input.pressed(KeyCode::ArrowDown) {
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|         perspective.fov += 1.0_f32.to_radians();
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|         perspective.fov = perspective.fov.min(160.0_f32.to_radians());
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|     }
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| }
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