* add normalized orthographic projection * custom scale for ScaledOrthographicProjection * allow choosing base axis for ScaledOrthographicProjection * cargo fmt * add general (scaled) orthographic camera bundle FIXME: does the same "far" trick from Camera2DBundle make any sense here? * fixes * camera bundles: rename and new ortho constructors * unify orthographic projections * give PerspectiveCameraBundle constructors like those of OrthographicCameraBundle * update examples with new camera bundle syntax * rename CameraUiBundle to UiCameraBundle * update examples * ScalingMode::None * remove extra blank lines * sane default bounds for orthographic projection * fix alien_cake_addict example * reorder ScalingMode enum variants * ios example fix
129 lines
3.9 KiB
Rust
129 lines
3.9 KiB
Rust
use crate::{
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camera::{Camera, OrthographicProjection, PerspectiveProjection, VisibleEntities},
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pipeline::RenderPipelines,
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prelude::Visible,
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render_graph::base,
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Draw, Mesh,
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};
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use base::MainPass;
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use bevy_asset::Handle;
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use bevy_ecs::Bundle;
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use bevy_transform::components::{GlobalTransform, Transform};
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/// A component bundle for "mesh" entities
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#[derive(Bundle, Default)]
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pub struct MeshBundle {
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pub mesh: Handle<Mesh>,
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pub draw: Draw,
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pub visible: Visible,
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pub render_pipelines: RenderPipelines,
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pub main_pass: MainPass,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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}
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/// Component bundle for camera entities with perspective projection
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///
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/// Use this for 3D rendering.
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#[derive(Bundle)]
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pub struct PerspectiveCameraBundle {
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pub camera: Camera,
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pub perspective_projection: PerspectiveProjection,
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pub visible_entities: VisibleEntities,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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}
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impl PerspectiveCameraBundle {
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pub fn new_3d() -> Self {
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Default::default()
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}
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pub fn with_name(name: &str) -> Self {
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PerspectiveCameraBundle {
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camera: Camera {
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name: Some(name.to_string()),
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..Default::default()
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},
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perspective_projection: Default::default(),
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visible_entities: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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}
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}
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}
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impl Default for PerspectiveCameraBundle {
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fn default() -> Self {
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PerspectiveCameraBundle {
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camera: Camera {
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name: Some(base::camera::CAMERA_3D.to_string()),
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..Default::default()
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},
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perspective_projection: Default::default(),
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visible_entities: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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}
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}
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}
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/// Component bundle for camera entities with orthographic projection
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///
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/// Use this for 2D games, isometric games, CAD-like 3D views.
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#[derive(Bundle)]
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pub struct OrthographicCameraBundle {
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pub camera: Camera,
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pub orthographic_projection: OrthographicProjection,
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pub visible_entities: VisibleEntities,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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}
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impl OrthographicCameraBundle {
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pub fn new_2d() -> Self {
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// we want 0 to be "closest" and +far to be "farthest" in 2d, so we offset
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// the camera's translation by far and use a right handed coordinate system
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let far = 1000.0;
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OrthographicCameraBundle {
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camera: Camera {
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name: Some(base::camera::CAMERA_2D.to_string()),
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..Default::default()
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},
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orthographic_projection: OrthographicProjection {
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far,
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..Default::default()
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},
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visible_entities: Default::default(),
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transform: Transform::from_xyz(0.0, 0.0, far - 0.1),
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global_transform: Default::default(),
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}
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}
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pub fn new_3d() -> Self {
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OrthographicCameraBundle {
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camera: Camera {
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name: Some(base::camera::CAMERA_3D.to_string()),
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..Default::default()
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},
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orthographic_projection: Default::default(),
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visible_entities: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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}
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}
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pub fn with_name(name: &str) -> Self {
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OrthographicCameraBundle {
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camera: Camera {
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name: Some(name.to_string()),
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..Default::default()
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},
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orthographic_projection: Default::default(),
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visible_entities: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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}
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}
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}
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