 6273227e09
			
		
	
	
		6273227e09
		
			
		
	
	
	
	
		
			
			Resolves #13895 Mostly just involves being more explicit about which parts of the docs belong to a list and which begin a new paragraph. - found a few docs that were malformed because of exactly this, so I fixed that by introducing a paragraph - added indentation to nearly all multiline lists - fixed a few minor typos - added `#[allow(dead_code)]` to types that are needed to test annotations but are never constructed ([here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1514) and [here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1523)) - verified that `cargo +beta run -p ci -- lints` passes - verified that `cargo +beta run -p ci -- test` passes
		
			
				
	
	
		
			255 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			255 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example showcases a 3D first-person camera.
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| //!
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| //! The setup presented here is a very common way of organizing a first-person game
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| //! where the player can see their own arms. We use two industry terms to differentiate
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| //! the kinds of models we have:
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| //!
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| //! - The *view model* is the model that represents the player's body.
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| //! - The *world model* is everything else.
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| //!
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| //! ## Motivation
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| //!
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| //! The reason for this distinction is that these two models should be rendered with different field of views (FOV).
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| //! The view model is typically designed and animated with a very specific FOV in mind, so it is
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| //! generally *fixed* and cannot be changed by a player. The world model, on the other hand, should
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| //! be able to change its FOV to accommodate the player's preferences for the following reasons:
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| //! - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help.
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| //! - *Tactical preference*: Does the player want to see more of the battlefield?
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| //!     Or have a more zoomed-in view for precision aiming?
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| //! - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV?
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| //!     Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen?
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| //!
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| //! ## Implementation
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| //!
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| //! The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed
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| //! FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player.
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| //!
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| //! We use different `RenderLayers` to select what to render.
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| //!
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| //! - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0.
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| //!     All static objects in the scene are also on layer 0 for the same reason.
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| //! - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects
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| //!     explicitly assigned to layer 1. The arm of the player is one such object.
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| //!     The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model.
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| //! - The light source in the scene must illuminate both the view model and the world model, so it is
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| //!     assigned to both layers 0 and 1.
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| //!
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| //! ## Controls
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| //!
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| //! | Key Binding          | Action        |
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| //! |:---------------------|:--------------|
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| //! | mouse                | Look around   |
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| //! | arrow up             | Decrease FOV  |
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| //! | arrow down           | Increase FOV  |
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| 
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| use bevy::color::palettes::tailwind;
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| use bevy::input::mouse::MouseMotion;
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| use bevy::pbr::NotShadowCaster;
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| use bevy::prelude::*;
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| use bevy::render::view::RenderLayers;
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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(
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|             Startup,
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|             (
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|                 spawn_view_model,
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|                 spawn_world_model,
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|                 spawn_lights,
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|                 spawn_text,
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|             ),
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|         )
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|         .add_systems(Update, (move_player, change_fov))
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|         .run();
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| }
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| 
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| #[derive(Debug, Component)]
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| struct Player;
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| 
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| #[derive(Debug, Component)]
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| struct WorldModelCamera;
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| 
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| /// Used implicitly by all entities without a `RenderLayers` component.
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| /// Our world model camera and all objects other than the player are on this layer.
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| /// The light source belongs to both layers.
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| const DEFAULT_RENDER_LAYER: usize = 0;
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| 
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| /// Used by the view model camera and the player's arm.
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| /// The light source belongs to both layers.
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| const VIEW_MODEL_RENDER_LAYER: usize = 1;
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| 
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| fn spawn_view_model(
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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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|     let arm = meshes.add(Cuboid::new(0.1, 0.1, 0.5));
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|     let arm_material = materials.add(Color::from(tailwind::TEAL_200));
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| 
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|     commands
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|         .spawn((
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|             Player,
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|             SpatialBundle {
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|                 transform: Transform::from_xyz(0.0, 1.0, 0.0),
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|                 ..default()
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|             },
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|         ))
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|         .with_children(|parent| {
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|             parent.spawn((
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|                 WorldModelCamera,
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|                 Camera3dBundle {
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|                     projection: PerspectiveProjection {
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|                         fov: 90.0_f32.to_radians(),
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|                         ..default()
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|                     }
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|                     .into(),
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|                     ..default()
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|                 },
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|             ));
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| 
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|             // Spawn view model camera.
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|             parent.spawn((
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|                 Camera3dBundle {
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|                     camera: Camera {
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|                         // Bump the order to render on top of the world model.
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|                         order: 1,
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|                         ..default()
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|                     },
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|                     projection: PerspectiveProjection {
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|                         fov: 70.0_f32.to_radians(),
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|                         ..default()
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|                     }
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|                     .into(),
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|                     ..default()
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|                 },
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|                 // Only render objects belonging to the view model.
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|                 RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
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|             ));
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| 
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|             // Spawn the player's right arm.
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|             parent.spawn((
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|                 MaterialMeshBundle {
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|                     mesh: arm,
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|                     material: arm_material,
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|                     transform: Transform::from_xyz(0.2, -0.1, -0.25),
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|                     ..default()
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|                 },
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|                 // Ensure the arm is only rendered by the view model camera.
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|                 RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
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|                 // The arm is free-floating, so shadows would look weird.
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|                 NotShadowCaster,
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|             ));
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|         });
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| }
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| 
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| fn spawn_world_model(
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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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|     let floor = meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(10.0)));
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|     let cube = meshes.add(Cuboid::new(2.0, 0.5, 1.0));
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|     let material = materials.add(Color::WHITE);
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| 
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|     // The world model camera will render the floor and the cubes spawned in this system.
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|     // Assigning no `RenderLayers` component defaults to layer 0.
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| 
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|     commands.spawn(MaterialMeshBundle {
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|         mesh: floor,
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|         material: material.clone(),
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|         ..default()
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|     });
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| 
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|     commands.spawn(MaterialMeshBundle {
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|         mesh: cube.clone(),
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|         material: material.clone(),
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|         transform: Transform::from_xyz(0.0, 0.25, -3.0),
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|         ..default()
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|     });
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| 
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|     commands.spawn(MaterialMeshBundle {
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|         mesh: cube,
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|         material,
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|         transform: Transform::from_xyz(0.75, 1.75, 0.0),
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|         ..default()
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|     });
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| }
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| 
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| fn spawn_lights(mut commands: Commands) {
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|     commands.spawn((
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|         PointLightBundle {
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|             point_light: PointLight {
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|                 color: Color::from(tailwind::ROSE_300),
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|                 shadows_enabled: true,
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|                 ..default()
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|             },
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|             transform: Transform::from_xyz(-2.0, 4.0, -0.75),
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|             ..default()
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|         },
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|         // The light source illuminates both the world model and the view model.
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|         RenderLayers::from_layers(&[DEFAULT_RENDER_LAYER, VIEW_MODEL_RENDER_LAYER]),
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|     ));
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| }
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| 
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| fn spawn_text(mut commands: Commands) {
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|     commands
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|         .spawn(NodeBundle {
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|             style: Style {
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|                 position_type: PositionType::Absolute,
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|                 bottom: Val::Px(12.0),
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|                 left: Val::Px(12.0),
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|parent| {
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|             parent.spawn(TextBundle::from_section(
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|                 concat!(
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|                     "Move the camera with your mouse.\n",
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|                     "Press arrow up to decrease the FOV of the world model.\n",
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|                     "Press arrow down to increase the FOV of the world model."
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|                 ),
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|                 TextStyle {
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|                     font_size: 25.0,
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|                     ..default()
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|                 },
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|             ));
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|         });
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| }
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| 
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| fn move_player(
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|     mut mouse_motion: EventReader<MouseMotion>,
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|     mut player: Query<&mut Transform, With<Player>>,
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| ) {
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|     let mut transform = player.single_mut();
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|     for motion in mouse_motion.read() {
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|         let yaw = -motion.delta.x * 0.003;
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|         let pitch = -motion.delta.y * 0.002;
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|         // Order of rotations is important, see <https://gamedev.stackexchange.com/a/136175/103059>
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|         transform.rotate_y(yaw);
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|         transform.rotate_local_x(pitch);
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|     }
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| }
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| 
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| fn change_fov(
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|     input: Res<ButtonInput<KeyCode>>,
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|     mut world_model_projection: Query<&mut Projection, With<WorldModelCamera>>,
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| ) {
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|     let mut projection = world_model_projection.single_mut();
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|     let Projection::Perspective(ref mut perspective) = projection.as_mut() else {
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|         unreachable!(
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|             "The `Projection` component was explicitly built with `Projection::Perspective`"
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|         );
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|     };
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| 
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|     if input.pressed(KeyCode::ArrowUp) {
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|         perspective.fov -= 1.0_f32.to_radians();
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|         perspective.fov = perspective.fov.max(20.0_f32.to_radians());
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|     }
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|     if input.pressed(KeyCode::ArrowDown) {
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|         perspective.fov += 1.0_f32.to_radians();
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|         perspective.fov = perspective.fov.min(160.0_f32.to_radians());
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|     }
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| }
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