# Objective Tripped over the `directional_navigation` one recently while playing around with that example. Examples should import items from `bevy` rather than the sub-crates directly. ## Solution Use paths re-exported by `bevy`. ## Testing ``` cargo run --example log_diagnostics cargo run --example directional_navigation cargo run --example custom_projection ```
		
			
				
	
	
		
			85 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how to define and use custom camera projections.
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use bevy::prelude::*;
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use bevy::render::camera::CameraProjection;
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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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/// Like a perspective projection, but the vanishing point is not centered.
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#[derive(Debug, Clone)]
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struct ObliquePerspectiveProjection {
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    horizontal_obliqueness: f32,
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    vertical_obliqueness: f32,
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    perspective: PerspectiveProjection,
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}
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/// Implement the [`CameraProjection`] trait for our custom projection:
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impl CameraProjection for ObliquePerspectiveProjection {
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    fn get_clip_from_view(&self) -> Mat4 {
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        let mut mat = self.perspective.get_clip_from_view();
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        mat.col_mut(2)[0] = self.horizontal_obliqueness;
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        mat.col_mut(2)[1] = self.vertical_obliqueness;
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        mat
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    }
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    fn get_clip_from_view_for_sub(&self, sub_view: &bevy::render::camera::SubCameraView) -> Mat4 {
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        let mut mat = self.perspective.get_clip_from_view_for_sub(sub_view);
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        mat.col_mut(2)[0] = self.horizontal_obliqueness;
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        mat.col_mut(2)[1] = self.vertical_obliqueness;
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        mat
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    }
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    fn update(&mut self, width: f32, height: f32) {
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        self.perspective.update(width, height);
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    }
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    fn far(&self) -> f32 {
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        self.perspective.far
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    }
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    fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] {
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        self.perspective.get_frustum_corners(z_near, z_far)
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    }
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}
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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.spawn((
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        Camera3d::default(),
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        // Use our custom projection:
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        Projection::custom(ObliquePerspectiveProjection {
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            horizontal_obliqueness: 0.2,
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            vertical_obliqueness: 0.6,
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            perspective: PerspectiveProjection::default(),
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        }),
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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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    // Scene setup
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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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    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, 0.0),
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    ));
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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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}
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