# 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.
		
			
				
	
	
		
			96 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! By default Bevy loads images to textures that clamps the image to the edges
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//! This example shows how to configure it to repeat the image instead.
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use bevy::{
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    math::Affine2,
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    prelude::*,
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    render::texture::{
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        ImageAddressMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor,
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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(Startup, setup)
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        .run();
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}
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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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 image_with_default_sampler =
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        asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
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    // central cube with not repeated texture
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color_texture: Some(image_with_default_sampler.clone()),
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            ..default()
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        })),
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        Transform::from_translation(Vec3::ZERO),
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    ));
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    // left cube with repeated texture
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color_texture: Some(asset_server.load_with_settings(
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                "textures/fantasy_ui_borders/panel-border-010-repeated.png",
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                |s: &mut _| {
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                    *s = ImageLoaderSettings {
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                        sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
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                            // rewriting mode to repeat image,
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                            address_mode_u: ImageAddressMode::Repeat,
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                            address_mode_v: ImageAddressMode::Repeat,
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                            ..default()
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                        }),
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                        ..default()
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                    }
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                },
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            )),
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            // uv_transform used here for proportions only, but it is full Affine2
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            // that's why you can use rotation and shift also
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            uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
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            ..default()
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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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    // right cube with scaled texture, because with default sampler
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            // there is no sampler set, that's why
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            // by default you see only one small image in a row/column
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            // and other space is filled by image edge
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            base_color_texture: Some(image_with_default_sampler),
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            // uv_transform used here for proportions only, but it is full Affine2
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            // that's why you can use rotation and shift also
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            uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
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            ..default()
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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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    // light
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    commands.spawn((
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        PointLight {
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            shadows_enabled: true,
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            ..default()
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        },
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        Transform::from_xyz(4.0, 8.0, 4.0),
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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(0.0, 1.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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}
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