 2bd328220b
			
		
	
	
		2bd328220b
		
			
		
	
	
	
	
		
			
			# Objective Fixes #15791. As raised in #11022, scaling orthographic cameras is confusing! In Bevy 0.14, there were multiple completely redundant ways to do this, and no clear guidance on which to use. As a result, #15075 removed the `scale` field from `OrthographicProjection` completely, solving the redundancy issue. However, this resulted in an unintuitive API and a painful migration, as discussed in #15791. Users simply want to change a single parameter to zoom, rather than deal with the irrelevant details of how the camera is being scaled. ## Solution This PR reverts #15075, and takes an alternate, more nuanced approach to the redundancy problem. `ScalingMode::WindowSize` was by far the biggest offender. This was the default variant, and stored a float that was *fully* redundant to setting `scale`. All of the other variants contained meaningful semantic information and had an intuitive scale. I could have made these unitless, storing an aspect ratio, but this would have been a worse API and resulted in a pointlessly painful migration. In the course of this work I've also: - improved the documentation to explain that you should just set `scale` to zoom cameras - swapped to named fields for all of the variants in `ScalingMode` for more clarity about the parameter meanings - substantially improved the `projection_zoom` example - removed the footgunny `Mul` and `Div` impls for `ScalingMode`, especially since these no longer have the intended effect on `ScalingMode::WindowSize`. - removed a rounding step because this is now redundant 🎉 ## Testing I've tested these changes as part of my work in the `projection_zoom` example, and things seem to work fine. ## Migration Guide `ScalingMode` has been refactored for clarity, especially on how to zoom orthographic cameras and their projections: - `ScalingMode::WindowSize` no longer stores a float, and acts as if its value was 1. Divide your camera's scale by any previous value to achieve identical results. - `ScalingMode::FixedVertical` and `FixedHorizontal` now use named fields. --------- Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
		
			
				
	
	
		
			60 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to create a 3D orthographic view (for isometric-look games or CAD applications).
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| 
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| use bevy::{prelude::*, render::camera::ScalingMode};
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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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| 
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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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|     // camera
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|     commands.spawn((
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|         Camera3d::default(),
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|         Projection::from(OrthographicProjection {
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|             // 6 world units per pixel of window height.
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|             scaling_mode: ScalingMode::FixedVertical {
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|                 viewport_height: 6.0,
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|             },
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|             ..OrthographicProjection::default_3d()
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|         }),
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|         Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|     ));
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| 
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|     // plane
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|     commands.spawn((
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|         Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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|         MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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|     ));
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|     // cubes
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::default())),
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|         MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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|         Transform::from_xyz(1.5, 0.5, 1.5),
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|     ));
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::default())),
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|         MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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|         Transform::from_xyz(1.5, 0.5, -1.5),
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|     ));
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::default())),
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|         MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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|         Transform::from_xyz(-1.5, 0.5, 1.5),
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|     ));
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::default())),
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|         MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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|         Transform::from_xyz(-1.5, 0.5, -1.5),
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|     ));
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|     // light
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|     commands.spawn((PointLight::default(), Transform::from_xyz(3.0, 8.0, 5.0)));
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| }
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