# 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.
		
			
				
	
	
		
			60 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to animate material properties
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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, animate_materials)
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        .run();
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}
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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<StandardMaterial>>,
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) {
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(3.0, 1.0, 3.0).looking_at(Vec3::new(0.0, -0.5, 0.0), Vec3::Y),
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        EnvironmentMapLight {
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            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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            intensity: 2_000.0,
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            ..default()
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        },
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    ));
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    let cube = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
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    const GOLDEN_ANGLE: f32 = 137.507_77;
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    let mut hsla = Hsla::hsl(0.0, 1.0, 0.5);
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    for x in -1..2 {
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        for z in -1..2 {
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            commands.spawn((
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                Mesh3d(cube.clone()),
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                MeshMaterial3d(materials.add(Color::from(hsla))),
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                Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
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            ));
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            hsla = hsla.rotate_hue(GOLDEN_ANGLE);
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        }
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    }
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}
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fn animate_materials(
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    material_handles: Query<&MeshMaterial3d<StandardMaterial>>,
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    time: Res<Time>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    for material_handle in material_handles.iter() {
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        if let Some(material) = materials.get_mut(material_handle) {
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            if let Color::Hsla(ref mut hsla) = material.base_color {
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                *hsla = hsla.rotate_hue(time.delta_seconds() * 100.0);
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            }
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        }
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    }
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}
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