# 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.
		
			
				
	
	
		
			152 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			152 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows multiple transformations of objects.
 | 
						|
 | 
						|
use std::f32::consts::PI;
 | 
						|
 | 
						|
use bevy::{color::palettes::basic::YELLOW, prelude::*};
 | 
						|
 | 
						|
// A struct for additional data of for a moving cube.
 | 
						|
#[derive(Component)]
 | 
						|
struct CubeState {
 | 
						|
    start_pos: Vec3,
 | 
						|
    move_speed: f32,
 | 
						|
    turn_speed: f32,
 | 
						|
}
 | 
						|
 | 
						|
// A struct adding information to a scalable entity,
 | 
						|
// that will be stationary at the center of the scene.
 | 
						|
#[derive(Component)]
 | 
						|
struct Center {
 | 
						|
    max_size: f32,
 | 
						|
    min_size: f32,
 | 
						|
    scale_factor: f32,
 | 
						|
}
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(
 | 
						|
            Update,
 | 
						|
            (
 | 
						|
                move_cube,
 | 
						|
                rotate_cube,
 | 
						|
                scale_down_sphere_proportional_to_cube_travel_distance,
 | 
						|
            )
 | 
						|
                .chain(),
 | 
						|
        )
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
// Startup system to setup the scene and spawn all relevant entities.
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
) {
 | 
						|
    // Add an object (sphere) for visualizing scaling.
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(meshes.add(Sphere::new(3.0).mesh().ico(32).unwrap())),
 | 
						|
        MeshMaterial3d(materials.add(Color::from(YELLOW))),
 | 
						|
        Transform::from_translation(Vec3::ZERO),
 | 
						|
        Center {
 | 
						|
            max_size: 1.0,
 | 
						|
            min_size: 0.1,
 | 
						|
            scale_factor: 0.05,
 | 
						|
        },
 | 
						|
    ));
 | 
						|
 | 
						|
    // Add the cube to visualize rotation and translation.
 | 
						|
    // This cube will circle around the center_sphere
 | 
						|
    // by changing its rotation each frame and moving forward.
 | 
						|
    // Define a start transform for an orbiting cube, that's away from our central object (sphere)
 | 
						|
    // and rotate it so it will be able to move around the sphere and not towards it.
 | 
						|
    let cube_spawn =
 | 
						|
        Transform::from_translation(Vec3::Z * -10.0).with_rotation(Quat::from_rotation_y(PI / 2.));
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(meshes.add(Cuboid::default())),
 | 
						|
        MeshMaterial3d(materials.add(Color::WHITE)),
 | 
						|
        cube_spawn,
 | 
						|
        CubeState {
 | 
						|
            start_pos: cube_spawn.translation,
 | 
						|
            move_speed: 2.0,
 | 
						|
            turn_speed: 0.2,
 | 
						|
        },
 | 
						|
    ));
 | 
						|
 | 
						|
    // Spawn a camera looking at the entities to show what's happening in this example.
 | 
						|
    commands.spawn((
 | 
						|
        Camera3d::default(),
 | 
						|
        Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
    ));
 | 
						|
 | 
						|
    // Add a light source for better 3d visibility.
 | 
						|
    commands.spawn((
 | 
						|
        DirectionalLight::default(),
 | 
						|
        Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
    ));
 | 
						|
}
 | 
						|
 | 
						|
// This system will move the cube forward.
 | 
						|
fn move_cube(mut cubes: Query<(&mut Transform, &mut CubeState)>, timer: Res<Time>) {
 | 
						|
    for (mut transform, cube) in &mut cubes {
 | 
						|
        // Move the cube forward smoothly at a given move_speed.
 | 
						|
        let forward = transform.forward();
 | 
						|
        transform.translation += forward * cube.move_speed * timer.delta_seconds();
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// This system will rotate the cube slightly towards the center_sphere.
 | 
						|
// Due to the forward movement the resulting movement
 | 
						|
// will be a circular motion around the center_sphere.
 | 
						|
fn rotate_cube(
 | 
						|
    mut cubes: Query<(&mut Transform, &mut CubeState), Without<Center>>,
 | 
						|
    center_spheres: Query<&Transform, With<Center>>,
 | 
						|
    timer: Res<Time>,
 | 
						|
) {
 | 
						|
    // Calculate the point to circle around. (The position of the center_sphere)
 | 
						|
    let mut center: Vec3 = Vec3::ZERO;
 | 
						|
    for sphere in ¢er_spheres {
 | 
						|
        center += sphere.translation;
 | 
						|
    }
 | 
						|
    // Update the rotation of the cube(s).
 | 
						|
    for (mut transform, cube) in &mut cubes {
 | 
						|
        // Calculate the rotation of the cube if it would be looking at the sphere in the center.
 | 
						|
        let look_at_sphere = transform.looking_at(center, *transform.local_y());
 | 
						|
        // Interpolate between the current rotation and the fully turned rotation
 | 
						|
        // when looking a the sphere,  with a given turn speed to get a smooth motion.
 | 
						|
        // With higher speed the curvature of the orbit would be smaller.
 | 
						|
        let incremental_turn_weight = cube.turn_speed * timer.delta_seconds();
 | 
						|
        let old_rotation = transform.rotation;
 | 
						|
        transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// This system will scale down the sphere in the center of the scene
 | 
						|
// according to the traveling distance of the orbiting cube(s) from their start position(s).
 | 
						|
fn scale_down_sphere_proportional_to_cube_travel_distance(
 | 
						|
    cubes: Query<(&Transform, &CubeState), Without<Center>>,
 | 
						|
    mut centers: Query<(&mut Transform, &Center)>,
 | 
						|
) {
 | 
						|
    // First we need to calculate the length of between
 | 
						|
    // the current position of the orbiting cube and the spawn position.
 | 
						|
    let mut distances = 0.0;
 | 
						|
    for (cube_transform, cube_state) in &cubes {
 | 
						|
        distances += (cube_state.start_pos - cube_transform.translation).length();
 | 
						|
    }
 | 
						|
    // Now we use the calculated value to scale the sphere in the center accordingly.
 | 
						|
    for (mut transform, center) in &mut centers {
 | 
						|
        // Calculate the new size from the calculated distances and the centers scale_factor.
 | 
						|
        // Since we want to have the sphere at its max_size at the cubes spawn location we start by
 | 
						|
        // using the max_size as start value and subtract the distances scaled by a scaling factor.
 | 
						|
        let mut new_size: f32 = center.max_size - center.scale_factor * distances;
 | 
						|
 | 
						|
        // The new size should also not be smaller than the centers min_size.
 | 
						|
        // Therefore the max value out of (new_size, center.min_size) is used.
 | 
						|
        new_size = new_size.max(center.min_size);
 | 
						|
 | 
						|
        // Now scale the sphere uniformly in all directions using new_size.
 | 
						|
        // Here Vec3:splat is used to create a vector with new_size in x, y and z direction.
 | 
						|
        transform.scale = Vec3::splat(new_size);
 | 
						|
    }
 | 
						|
}
 |