 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.
		
			
				
	
	
		
			130 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			130 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Create a custom material to draw basic lines in 3D
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| 
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| use bevy::{
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|     pbr::{MaterialPipeline, MaterialPipelineKey},
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|     prelude::*,
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|     reflect::TypePath,
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|     render::{
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|         mesh::{MeshVertexBufferLayoutRef, PrimitiveTopology},
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|         render_asset::RenderAssetUsages,
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|         render_resource::{
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|             AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef,
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|             SpecializedMeshPipelineError,
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|         },
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|     },
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| };
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| 
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| /// This example uses a shader source file from the assets subdirectory
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| const SHADER_ASSET_PATH: &str = "shaders/line_material.wgsl";
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins((DefaultPlugins, MaterialPlugin::<LineMaterial>::default()))
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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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| 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<LineMaterial>>,
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| ) {
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|     // Spawn a list of lines with start and end points for each lines
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|     commands.spawn((
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|         Mesh3d(meshes.add(LineList {
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|             lines: vec![
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|                 (Vec3::ZERO, Vec3::new(1.0, 1.0, 0.0)),
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|                 (Vec3::new(1.0, 1.0, 0.0), Vec3::new(1.0, 0.0, 0.0)),
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|             ],
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|         })),
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|         MeshMaterial3d(materials.add(LineMaterial {
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|             color: LinearRgba::GREEN,
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|         })),
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|         Transform::from_xyz(-1.5, 0.0, 0.0),
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|     ));
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| 
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|     // Spawn a line strip that goes from point to point
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|     commands.spawn((
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|         Mesh3d(meshes.add(LineStrip {
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|             points: vec![
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|                 Vec3::ZERO,
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|                 Vec3::new(1.0, 1.0, 0.0),
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|                 Vec3::new(1.0, 0.0, 0.0),
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|             ],
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|         })),
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|         MeshMaterial3d(materials.add(LineMaterial {
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|             color: LinearRgba::BLUE,
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|         })),
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|         Transform::from_xyz(0.5, 0.0, 0.0),
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|     ));
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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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|         Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|     ));
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| }
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| 
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| #[derive(Asset, TypePath, Default, AsBindGroup, Debug, Clone)]
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| struct LineMaterial {
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|     #[uniform(0)]
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|     color: LinearRgba,
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| }
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| 
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| impl Material for LineMaterial {
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|     fn fragment_shader() -> ShaderRef {
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|         SHADER_ASSET_PATH.into()
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|     }
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| 
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|     fn specialize(
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|         _pipeline: &MaterialPipeline<Self>,
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|         descriptor: &mut RenderPipelineDescriptor,
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|         _layout: &MeshVertexBufferLayoutRef,
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|         _key: MaterialPipelineKey<Self>,
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|     ) -> Result<(), SpecializedMeshPipelineError> {
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|         // This is the important part to tell bevy to render this material as a line between vertices
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|         descriptor.primitive.polygon_mode = PolygonMode::Line;
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|         Ok(())
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|     }
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| }
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| 
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| /// A list of lines with a start and end position
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| #[derive(Debug, Clone)]
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| struct LineList {
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|     lines: Vec<(Vec3, Vec3)>,
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| }
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| 
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| impl From<LineList> for Mesh {
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|     fn from(line: LineList) -> Self {
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|         let vertices: Vec<_> = line.lines.into_iter().flat_map(|(a, b)| [a, b]).collect();
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| 
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|         Mesh::new(
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|             // This tells wgpu that the positions are list of lines
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|             // where every pair is a start and end point
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|             PrimitiveTopology::LineList,
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|             RenderAssetUsages::RENDER_WORLD,
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|         )
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|         // Add the vertices positions as an attribute
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|         .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices)
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|     }
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| }
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| 
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| /// A list of points that will have a line drawn between each consecutive points
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| #[derive(Debug, Clone)]
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| struct LineStrip {
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|     points: Vec<Vec3>,
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| }
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| 
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| impl From<LineStrip> for Mesh {
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|     fn from(line: LineStrip) -> Self {
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|         Mesh::new(
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|             // This tells wgpu that the positions are a list of points
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|             // where a line will be drawn between each consecutive point
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|             PrimitiveTopology::LineStrip,
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|             RenderAssetUsages::RENDER_WORLD,
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|         )
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|         // Add the point positions as an attribute
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|         .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, line.points)
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|     }
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| }
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