# 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.
		
			
				
	
	
		
			87 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			87 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to render simple primitive shapes with a single color.
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//!
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//! You can toggle wireframes with the space bar except on wasm. Wasm does not support
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//! `POLYGON_MODE_LINE` on the gpu.
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use bevy::prelude::*;
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#[cfg(not(target_arch = "wasm32"))]
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use bevy::sprite::{Wireframe2dConfig, Wireframe2dPlugin};
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fn main() {
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    let mut app = App::new();
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    app.add_plugins((
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        DefaultPlugins,
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        #[cfg(not(target_arch = "wasm32"))]
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        Wireframe2dPlugin,
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    ))
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    .add_systems(Startup, setup);
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    #[cfg(not(target_arch = "wasm32"))]
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    app.add_systems(Update, toggle_wireframe);
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    app.run();
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}
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const X_EXTENT: f32 = 900.;
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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<ColorMaterial>>,
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) {
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    commands.spawn(Camera2d);
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    let shapes = [
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        meshes.add(Circle::new(50.0)),
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        meshes.add(CircularSector::new(50.0, 1.0)),
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        meshes.add(CircularSegment::new(50.0, 1.25)),
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        meshes.add(Ellipse::new(25.0, 50.0)),
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        meshes.add(Annulus::new(25.0, 50.0)),
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        meshes.add(Capsule2d::new(25.0, 50.0)),
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        meshes.add(Rhombus::new(75.0, 100.0)),
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        meshes.add(Rectangle::new(50.0, 100.0)),
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        meshes.add(RegularPolygon::new(50.0, 6)),
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        meshes.add(Triangle2d::new(
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            Vec2::Y * 50.0,
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            Vec2::new(-50.0, -50.0),
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            Vec2::new(50.0, -50.0),
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        )),
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    ];
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    let num_shapes = shapes.len();
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    for (i, shape) in shapes.into_iter().enumerate() {
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        // Distribute colors evenly across the rainbow.
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        let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
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        commands.spawn((
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            Mesh2d(shape),
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            MeshMaterial2d(materials.add(color)),
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            Transform::from_xyz(
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                // Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2.
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                -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
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                0.0,
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                0.0,
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            ),
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        ));
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    }
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    #[cfg(not(target_arch = "wasm32"))]
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    commands.spawn(
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        TextBundle::from_section("Press space to toggle wireframes", TextStyle::default())
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            .with_style(Style {
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                position_type: PositionType::Absolute,
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                top: 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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    );
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}
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#[cfg(not(target_arch = "wasm32"))]
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fn toggle_wireframe(
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    mut wireframe_config: ResMut<Wireframe2dConfig>,
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    keyboard: Res<ButtonInput<KeyCode>>,
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) {
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    if keyboard.just_pressed(KeyCode::Space) {
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        wireframe_config.global = !wireframe_config.global;
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    }
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}
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