# 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.
		
			
				
	
	
		
			64 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Loads and renders a glTF file as a scene.
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use bevy::{
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    pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
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    prelude::*,
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};
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use std::f32::consts::*;
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fn main() {
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    App::new()
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        .insert_resource(DirectionalLightShadowMap { size: 4096 })
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, animate_light_direction)
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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        EnvironmentMapLight {
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            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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            intensity: 250.0,
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            ..default()
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        },
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    ));
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    commands.spawn((
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        DirectionalLight {
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            shadows_enabled: true,
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            ..default()
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        },
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        // This is a relatively small scene, so use tighter shadow
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        // cascade bounds than the default for better quality.
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        // We also adjusted the shadow map to be larger since we're
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        // only using a single cascade.
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        CascadeShadowConfigBuilder {
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            num_cascades: 1,
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            maximum_distance: 1.6,
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            ..default()
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        }
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        .build(),
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    ));
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    commands.spawn(SceneRoot(asset_server.load(
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        GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"),
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    )));
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}
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fn animate_light_direction(
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    time: Res<Time>,
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    mut query: Query<&mut Transform, With<DirectionalLight>>,
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) {
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    for mut transform in &mut query {
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        transform.rotation = Quat::from_euler(
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            EulerRot::ZYX,
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            0.0,
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            time.elapsed_seconds() * PI / 5.0,
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            -FRAC_PI_4,
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        );
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    }
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}
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