# 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.
		
			
				
	
	
		
			58 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			58 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Renders two 3d passes to the same window from different perspectives.
 | 
						|
 | 
						|
use bevy::prelude::*;
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
/// Set up a simple 3D scene
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
) {
 | 
						|
    // Plane
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
 | 
						|
        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
 | 
						|
    ));
 | 
						|
 | 
						|
    // Cube
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(meshes.add(Cuboid::default())),
 | 
						|
        MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
 | 
						|
        Transform::from_xyz(0.0, 0.5, 0.0),
 | 
						|
    ));
 | 
						|
 | 
						|
    // Light
 | 
						|
    commands.spawn((
 | 
						|
        PointLight {
 | 
						|
            shadows_enabled: true,
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        Transform::from_xyz(4.0, 8.0, 4.0),
 | 
						|
    ));
 | 
						|
 | 
						|
    // Camera
 | 
						|
    commands.spawn((
 | 
						|
        Camera3d::default(),
 | 
						|
        Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
    ));
 | 
						|
 | 
						|
    // camera
 | 
						|
    commands.spawn((
 | 
						|
        Camera3d::default(),
 | 
						|
        Camera {
 | 
						|
            // renders after / on top of the main camera
 | 
						|
            order: 1,
 | 
						|
            clear_color: ClearColorConfig::None,
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        Transform::from_xyz(10.0, 10., -5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
    ));
 | 
						|
}
 |