# 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.
		
			
				
	
	
		
			79 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			79 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example shows various ways to configure texture materials in 3D.
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use std::f32::consts::PI;
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use bevy::prelude::*;
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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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/// sets up a scene with textured entities
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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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    // load a texture and retrieve its aspect ratio
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    let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
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    let aspect = 0.25;
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    // create a new quad mesh. this is what we will apply the texture to
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    let quad_width = 8.0;
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    let quad_handle = meshes.add(Rectangle::new(quad_width, quad_width * aspect));
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    // this material renders the texture normally
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    let material_handle = materials.add(StandardMaterial {
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        base_color_texture: Some(texture_handle.clone()),
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        alpha_mode: AlphaMode::Blend,
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        unlit: true,
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        ..default()
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    });
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    // this material modulates the texture to make it red (and slightly transparent)
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    let red_material_handle = materials.add(StandardMaterial {
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        base_color: Color::srgba(1.0, 0.0, 0.0, 0.5),
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        base_color_texture: Some(texture_handle.clone()),
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        alpha_mode: AlphaMode::Blend,
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        unlit: true,
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        ..default()
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    });
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    // and lets make this one blue! (and also slightly transparent)
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    let blue_material_handle = materials.add(StandardMaterial {
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        base_color: Color::srgba(0.0, 0.0, 1.0, 0.5),
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        base_color_texture: Some(texture_handle),
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        alpha_mode: AlphaMode::Blend,
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        unlit: true,
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        ..default()
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    });
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    // textured quad - normal
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    commands.spawn((
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        Mesh3d(quad_handle.clone()),
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        MeshMaterial3d(material_handle),
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        Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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    ));
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    // textured quad - modulated
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    commands.spawn((
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        Mesh3d(quad_handle.clone()),
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        MeshMaterial3d(red_material_handle),
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        Transform::from_rotation(Quat::from_rotation_x(-PI / 5.0)),
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    ));
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    // textured quad - modulated
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    commands.spawn((
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        Mesh3d(quad_handle),
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        MeshMaterial3d(blue_material_handle),
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        Transform::from_xyz(0.0, 0.0, -1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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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(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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}
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