# 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.
		
			
				
	
	
		
			77 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			77 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example demonstrates how to use the `Camera::viewport_to_world` method.
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use bevy::prelude::*;
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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(Update, draw_cursor)
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        .run();
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}
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fn draw_cursor(
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    camera_query: Query<(&Camera, &GlobalTransform)>,
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    ground_query: Query<&GlobalTransform, With<Ground>>,
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    windows: Query<&Window>,
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    mut gizmos: Gizmos,
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) {
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    let (camera, camera_transform) = camera_query.single();
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    let ground = ground_query.single();
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    let Some(cursor_position) = windows.single().cursor_position() else {
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        return;
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    };
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    // Calculate a ray pointing from the camera into the world based on the cursor's position.
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    let Ok(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
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        return;
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    };
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    // Calculate if and where the ray is hitting the ground plane.
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    let Some(distance) =
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        ray.intersect_plane(ground.translation(), InfinitePlane3d::new(ground.up()))
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    else {
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        return;
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    };
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    let point = ray.get_point(distance);
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    // Draw a circle just above the ground plane at that position.
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    gizmos.circle(
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        Isometry3d::new(
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            point + ground.up() * 0.01,
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            Quat::from_rotation_arc(Vec3::Z, ground.up().as_vec3()),
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        ),
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        0.2,
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        Color::WHITE,
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    );
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}
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#[derive(Component)]
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struct Ground;
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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<StandardMaterial>>,
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) {
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    // plane
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(20., 20.))),
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        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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        Ground,
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    ));
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    // light
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    commands.spawn((
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        DirectionalLight::default(),
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        Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    // camera
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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}
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