# Objective - Fixes https://github.com/bevyengine/bevy/issues/16556 - Closes https://github.com/bevyengine/bevy/issues/11807 ## Solution - Simplify custom projections by using a single source of truth - `Projection`, removing all existing generic systems and types. - Existing perspective and orthographic structs are no longer components - I could dissolve these to simplify further, but keeping them around was the fast way to implement this. - Instead of generics, introduce a third variant, with a trait object. - Do an object safety dance with an intermediate trait to allow cloning boxed camera projections. This is a normal rust polymorphism papercut. You can do this with a crate but a manual impl is short and sweet. ## Testing - Added a custom projection example --- ## Showcase - Custom projections and projection handling has been simplified. - Projection systems are no longer generic, with the potential for many different projection components on the same camera. - Instead `Projection` is now the single source of truth for camera projections, and is the only projection component. - Custom projections are still supported, and can be constructed with `Projection::custom()`. ## Migration Guide - `PerspectiveProjection` and `OrthographicProjection` are no longer components. Use `Projection` instead. - Custom projections should no longer be inserted as a component. Instead, simply set the custom projection as a value of `Projection` with `Projection::custom()`.
		
			
				
	
	
		
			169 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			169 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to zoom orthographic and perspective projection cameras.
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use std::{f32::consts::PI, ops::Range};
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use bevy::{input::mouse::AccumulatedMouseScroll, prelude::*, render::camera::ScalingMode};
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#[derive(Debug, Resource)]
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struct CameraSettings {
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    /// The height of the viewport in world units when the orthographic camera's scale is 1
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    pub orthographic_viewport_height: f32,
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    /// Clamp the orthographic camera's scale to this range
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    pub orthographic_zoom_range: Range<f32>,
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    /// Multiply mouse wheel inputs by this factor when using the orthographic camera
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    pub orthographic_zoom_speed: f32,
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    /// Clamp perspective camera's field of view to this range
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    pub perspective_zoom_range: Range<f32>,
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    /// Multiply mouse wheel inputs by this factor when using the perspective camera
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    pub perspective_zoom_speed: f32,
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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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        .insert_resource(CameraSettings {
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            orthographic_viewport_height: 5.,
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            // In orthographic projections, we specify camera scale relative to a default value of 1,
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            // in which one unit in world space corresponds to one pixel.
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            orthographic_zoom_range: 0.1..10.0,
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            // This value was hand-tuned to ensure that zooming in and out feels smooth but not slow.
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            orthographic_zoom_speed: 0.2,
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            // Perspective projections use field of view, expressed in radians. We would
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            // normally not set it to more than π, which represents a 180° FOV.
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            perspective_zoom_range: (PI / 5.)..(PI - 0.2),
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            // Changes in FOV are much more noticeable due to its limited range in radians
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            perspective_zoom_speed: 0.05,
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        })
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        .add_systems(Startup, (setup, instructions))
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        .add_systems(Update, (switch_projection, zoom))
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        .run();
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}
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/// Set up a simple 3D scene
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fn setup(
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    asset_server: Res<AssetServer>,
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    camera_settings: Res<CameraSettings>,
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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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        Name::new("Camera"),
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        Camera3d::default(),
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        Projection::from(OrthographicProjection {
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            // We can set the scaling mode to FixedVertical to keep the viewport height constant as its aspect ratio changes.
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            // The viewport height is the height of the camera's view in world units when the scale is 1.
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            scaling_mode: ScalingMode::FixedVertical {
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                viewport_height: camera_settings.orthographic_viewport_height,
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            },
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            // This is the default value for scale for orthographic projections.
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            // To zoom in and out, change this value, rather than `ScalingMode` or the camera's position.
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            scale: 1.,
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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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    commands.spawn((
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        Name::new("Plane"),
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color: Color::srgb(0.3, 0.5, 0.3),
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            // Turning off culling keeps the plane visible when viewed from beneath.
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            cull_mode: None,
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            ..default()
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        })),
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    ));
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    commands.spawn((
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        Name::new("Fox"),
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        SceneRoot(
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            asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
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        ),
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        // Note: the scale adjustment is purely an accident of our fox model, which renders
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        // HUGE unless mitigated!
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        Transform::from_translation(Vec3::splat(0.0)).with_scale(Vec3::splat(0.025)),
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    ));
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    commands.spawn((
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        Name::new("Light"),
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        PointLight::default(),
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        Transform::from_xyz(3.0, 8.0, 5.0),
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    ));
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}
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fn instructions(mut commands: Commands) {
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    commands.spawn((
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        Name::new("Instructions"),
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        Text::new(
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            "Scroll mouse wheel to zoom in/out\n\
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            Space: switch between orthographic and perspective projections",
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        ),
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        Node {
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            position_type: PositionType::Absolute,
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            top: Val::Px(12.),
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            left: Val::Px(12.),
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            ..default()
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        },
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    ));
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}
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fn switch_projection(
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    mut camera: Single<&mut Projection, With<Camera>>,
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    camera_settings: Res<CameraSettings>,
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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) {
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    if keyboard_input.just_pressed(KeyCode::Space) {
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        // Switch projection type
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        **camera = match **camera {
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            Projection::Orthographic(_) => Projection::Perspective(PerspectiveProjection {
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                fov: camera_settings.perspective_zoom_range.start,
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                ..default()
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            }),
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            Projection::Perspective(_) => Projection::Orthographic(OrthographicProjection {
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                scaling_mode: ScalingMode::FixedVertical {
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                    viewport_height: camera_settings.orthographic_viewport_height,
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                },
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                ..OrthographicProjection::default_3d()
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            }),
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            _ => return,
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        }
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    }
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}
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fn zoom(
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    camera: Single<&mut Projection, With<Camera>>,
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    camera_settings: Res<CameraSettings>,
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    mouse_wheel_input: Res<AccumulatedMouseScroll>,
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) {
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    // Usually, you won't need to handle both types of projection,
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    // but doing so makes for a more complete example.
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    match *camera.into_inner() {
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        Projection::Orthographic(ref mut orthographic) => {
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            // We want scrolling up to zoom in, decreasing the scale, so we negate the delta.
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            let delta_zoom = -mouse_wheel_input.delta.y * camera_settings.orthographic_zoom_speed;
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            // When changing scales, logarithmic changes are more intuitive.
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            // To get this effect, we add 1 to the delta, so that a delta of 0
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            // results in no multiplicative effect, positive values result in a multiplicative increase,
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            // and negative values result in multiplicative decreases.
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            let multiplicative_zoom = 1. + delta_zoom;
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            orthographic.scale = (orthographic.scale * multiplicative_zoom).clamp(
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                camera_settings.orthographic_zoom_range.start,
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                camera_settings.orthographic_zoom_range.end,
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            );
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        }
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        Projection::Perspective(ref mut perspective) => {
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            // We want scrolling up to zoom in, decreasing the scale, so we negate the delta.
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            let delta_zoom = -mouse_wheel_input.delta.y * camera_settings.perspective_zoom_speed;
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            // Adjust the field of view, but keep it within our stated range.
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            perspective.fov = (perspective.fov + delta_zoom).clamp(
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                camera_settings.perspective_zoom_range.start,
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                camera_settings.perspective_zoom_range.end,
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            );
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        }
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        _ => (),
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    }
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}
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