# 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.
		
			
				
	
	
		
			72 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			72 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Illustrates how to move an object along an axis.
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use bevy::prelude::*;
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// Define a struct to keep some information about our entity.
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// Here it's an arbitrary movement speed, the spawn location, and a maximum distance from it.
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#[derive(Component)]
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struct Movable {
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    spawn: Vec3,
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    max_distance: f32,
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    speed: f32,
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}
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// Implement a utility function for easier Movable struct creation.
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impl Movable {
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    fn new(spawn: Vec3) -> Self {
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        Movable {
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            spawn,
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            max_distance: 5.0,
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            speed: 2.0,
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        }
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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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        .add_systems(Update, move_cube)
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        .run();
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}
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// Startup system to setup the scene and spawn all relevant entities.
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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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    // Add a cube to visualize translation.
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    let entity_spawn = Vec3::ZERO;
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::default())),
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        MeshMaterial3d(materials.add(Color::WHITE)),
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        Transform::from_translation(entity_spawn),
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        Movable::new(entity_spawn),
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    ));
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    // Spawn a camera looking at the entities to show what's happening in this example.
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(0.0, 10.0, 20.0).looking_at(entity_spawn, Vec3::Y),
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    ));
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    // Add a light source for better 3d visibility.
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    commands.spawn((
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        DirectionalLight::default(),
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        Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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}
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// This system will move all Movable entities with a Transform
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fn move_cube(mut cubes: Query<(&mut Transform, &mut Movable)>, timer: Res<Time>) {
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    for (mut transform, mut cube) in &mut cubes {
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        // Check if the entity moved too far from its spawn, if so invert the moving direction.
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        if (cube.spawn - transform.translation).length() > cube.max_distance {
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            cube.speed *= -1.0;
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        }
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        let direction = transform.local_x();
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        transform.translation += direction * cube.speed * timer.delta_seconds();
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    }
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}
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