# 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.
		
			
				
	
	
		
			121 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			121 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how to rotate the skybox and the environment map simultaneously.
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use std::f32::consts::PI;
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use bevy::{
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    color::palettes::css::{GOLD, WHITE},
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    core_pipeline::{tonemapping::Tonemapping::AcesFitted, Skybox},
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    prelude::*,
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    render::texture::ImageLoaderSettings,
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};
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/// Entry point.
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pub 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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        .add_systems(Update, rotate_skybox_and_environment_map)
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        .run();
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}
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/// Initializes the 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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    asset_server: Res<AssetServer>,
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) {
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    let sphere_mesh = create_sphere_mesh(&mut meshes);
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    spawn_sphere(&mut commands, &mut materials, &asset_server, &sphere_mesh);
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    spawn_light(&mut commands);
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    spawn_camera(&mut commands, &asset_server);
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}
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/// Rotate the skybox and the environment map per frame.
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fn rotate_skybox_and_environment_map(
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    mut environments: Query<(&mut Skybox, &mut EnvironmentMapLight)>,
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    time: Res<Time>,
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) {
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    let now = time.elapsed_seconds();
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    let rotation = Quat::from_rotation_y(0.2 * now);
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    for (mut skybox, mut environment_map) in environments.iter_mut() {
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        skybox.rotation = rotation;
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        environment_map.rotation = rotation;
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    }
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}
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/// Generates a sphere.
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fn create_sphere_mesh(meshes: &mut Assets<Mesh>) -> Handle<Mesh> {
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    // We're going to use normal maps, so make sure we've generated tangents, or
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    // else the normal maps won't show up.
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    let mut sphere_mesh = Sphere::new(1.0).mesh().build();
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    sphere_mesh
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        .generate_tangents()
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        .expect("Failed to generate tangents");
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    meshes.add(sphere_mesh)
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}
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/// Spawn a regular object with a clearcoat layer. This looks like car paint.
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fn spawn_sphere(
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    commands: &mut Commands,
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    materials: &mut Assets<StandardMaterial>,
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    asset_server: &AssetServer,
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    sphere_mesh: &Handle<Mesh>,
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) {
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    commands.spawn((
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        Mesh3d(sphere_mesh.clone()),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            clearcoat: 1.0,
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            clearcoat_perceptual_roughness: 0.3,
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            clearcoat_normal_texture: Some(asset_server.load_with_settings(
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                "textures/ScratchedGold-Normal.png",
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                |settings: &mut ImageLoaderSettings| settings.is_srgb = false,
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            )),
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            metallic: 0.9,
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            perceptual_roughness: 0.1,
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            base_color: GOLD.into(),
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            ..default()
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        })),
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        Transform::from_xyz(0.0, 0.0, 0.0).with_scale(Vec3::splat(1.25)),
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    ));
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}
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/// Spawns a light.
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fn spawn_light(commands: &mut Commands) {
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    commands.spawn(PointLight {
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        color: WHITE.into(),
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        intensity: 100000.0,
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        ..default()
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    });
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}
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/// Spawns a camera with associated skybox and environment map.
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fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
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    commands
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        .spawn((
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            Camera3d::default(),
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            Camera {
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                hdr: true,
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                ..default()
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            },
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            Projection::Perspective(PerspectiveProjection {
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                fov: 27.0 / 180.0 * PI,
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                ..default()
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            }),
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            Transform::from_xyz(0.0, 0.0, 10.0),
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            AcesFitted,
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        ))
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        .insert(Skybox {
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            brightness: 5000.0,
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            image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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            ..default()
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        })
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        .insert(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: 2000.0,
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            ..default()
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        });
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}
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