 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.
		
			
				
	
	
		
			73 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A simple scene to demonstrate picking events
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| 
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| use bevy::{color::palettes::css::*, prelude::*};
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| 
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| fn main() {
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|     let mut app = App::new();
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|     app.add_plugins(DefaultPlugins);
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| 
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|     app.add_systems(Startup, setup);
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| 
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|     app.run();
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| }
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| 
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| /// set up a simple 3D 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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| ) {
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|     commands
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|         .spawn(TextBundle {
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|             text: Text::from_section("Click Me to get a box", TextStyle::default()),
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|             style: Style {
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|                 position_type: PositionType::Absolute,
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|                 top: Val::Percent(12.0),
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|                 left: Val::Percent(12.0),
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|                 ..default()
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|             },
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|             ..Default::default()
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|         })
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|         .observe(
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|             |_click: Trigger<Pointer<Click>>,
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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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|              mut num: Local<usize>| {
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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(Color::srgb_u8(124, 144, 255))),
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|                     Transform::from_xyz(0.0, 0.5 + 1.1 * *num as f32, 0.0),
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|                 ));
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|                 *num += 1;
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|             },
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|         )
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|         .observe(|evt: Trigger<Pointer<Out>>, mut texts: Query<&mut Text>| {
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|             let mut text = texts.get_mut(evt.entity()).unwrap();
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|             text.sections[0].style.color = WHITE.into();
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|         })
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|         .observe(|evt: Trigger<Pointer<Over>>, mut texts: Query<&mut Text>| {
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|             let mut text = texts.get_mut(evt.entity()).unwrap();
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|             text.sections[0].style.color = BLUE.into();
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|         });
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|     // circular base
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|     commands.spawn((
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|         Mesh3d(meshes.add(Circle::new(4.0))),
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|         MeshMaterial3d(materials.add(Color::WHITE)),
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|         Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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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(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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|     ));
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| }
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