# 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.
		
			
				
	
	
		
			131 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			131 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates UV mappings of the [`CircularSector`] and [`CircularSegment`] primitives.
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//!
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//! Also draws the bounding boxes and circles of the primitives.
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use std::f32::consts::FRAC_PI_2;
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use bevy::{
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    color::palettes::css::{BLUE, DARK_SLATE_GREY, RED},
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    math::{
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        bounding::{Bounded2d, BoundingVolume},
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        Isometry2d,
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    },
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    prelude::*,
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    render::mesh::{CircularMeshUvMode, CircularSectorMeshBuilder, CircularSegmentMeshBuilder},
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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(Startup, setup)
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        .add_systems(
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            Update,
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            (
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                draw_bounds::<CircularSector>,
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                draw_bounds::<CircularSegment>,
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            ),
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        )
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        .run();
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}
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#[derive(Component, Debug)]
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struct DrawBounds<Shape: Bounded2d + Send + Sync + 'static>(Shape);
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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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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    let material = materials.add(asset_server.load("branding/icon.png"));
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    commands.spawn((
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        Camera2d,
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        Camera {
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            clear_color: ClearColorConfig::Custom(DARK_SLATE_GREY.into()),
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            ..default()
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        },
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    ));
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    const UPPER_Y: f32 = 50.0;
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    const LOWER_Y: f32 = -50.0;
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    const FIRST_X: f32 = -450.0;
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    const OFFSET: f32 = 100.0;
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    const NUM_SLICES: i32 = 8;
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    // This draws NUM_SLICES copies of the Bevy logo as circular sectors and segments,
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    // with successively larger angles up to a complete circle.
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    for i in 0..NUM_SLICES {
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        let fraction = (i + 1) as f32 / NUM_SLICES as f32;
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        let sector = CircularSector::from_turns(40.0, fraction);
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        // We want to rotate the circular sector so that the sectors appear clockwise from north.
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        // We must rotate it both in the Transform and in the mesh's UV mappings.
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        let sector_angle = -sector.half_angle();
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        let sector_mesh =
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            CircularSectorMeshBuilder::new(sector).uv_mode(CircularMeshUvMode::Mask {
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                angle: sector_angle,
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            });
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        commands.spawn((
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            Mesh2d(meshes.add(sector_mesh)),
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            MeshMaterial2d(material.clone()),
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            Transform {
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                translation: Vec3::new(FIRST_X + OFFSET * i as f32, 2.0 * UPPER_Y, 0.0),
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                rotation: Quat::from_rotation_z(sector_angle),
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                ..default()
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            },
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            DrawBounds(sector),
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        ));
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        let segment = CircularSegment::from_turns(40.0, fraction);
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        // For the circular segment, we will draw Bevy charging forward, which requires rotating the
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        // shape and texture by 90 degrees.
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        //
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        // Note that this may be unintuitive; it may feel like we should rotate the texture by the
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        // opposite angle to preserve the orientation of Bevy. But the angle is not the angle of the
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        // texture itself, rather it is the angle at which the vertices are mapped onto the texture.
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        // so it is the negative of what you might otherwise expect.
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        let segment_angle = -FRAC_PI_2;
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        let segment_mesh =
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            CircularSegmentMeshBuilder::new(segment).uv_mode(CircularMeshUvMode::Mask {
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                angle: -segment_angle,
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            });
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        commands.spawn((
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            Mesh2d(meshes.add(segment_mesh)),
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            MeshMaterial2d(material.clone()),
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            Transform {
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                translation: Vec3::new(FIRST_X + OFFSET * i as f32, LOWER_Y, 0.0),
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                rotation: Quat::from_rotation_z(segment_angle),
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                ..default()
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            },
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            DrawBounds(segment),
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        ));
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    }
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}
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fn draw_bounds<Shape: Bounded2d + Send + Sync + 'static>(
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    q: Query<(&DrawBounds<Shape>, &GlobalTransform)>,
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    mut gizmos: Gizmos,
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) {
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    for (shape, transform) in &q {
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        let (_, rotation, translation) = transform.to_scale_rotation_translation();
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        let translation = translation.truncate();
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        let rotation = rotation.to_euler(EulerRot::XYZ).2;
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        let isometry = Isometry2d::new(translation, Rot2::radians(rotation));
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        let aabb = shape.0.aabb_2d(isometry);
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        gizmos.rect_2d(
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            Isometry2d::from_translation(aabb.center()),
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            aabb.half_size() * 2.0,
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            RED,
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        );
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        let bounding_circle = shape.0.bounding_circle(isometry);
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        gizmos.circle_2d(
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            Isometry2d::from_translation(bounding_circle.center),
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            bounding_circle.radius(),
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            BLUE,
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        );
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    }
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}
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