# 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.
		
			
				
	
	
		
			95 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			95 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Loads and renders a glTF file as a scene, and list all the different `gltf_extras`.
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use bevy::{
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    gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
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    prelude::*,
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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(Update, check_for_gltf_extras)
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        .run();
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}
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#[derive(Component)]
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struct ExampleDisplay;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    commands.spawn(DirectionalLight {
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        shadows_enabled: true,
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        ..default()
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    });
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    // a barebones scene containing one of each gltf_extra type
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    commands.spawn(SceneRoot(asset_server.load(
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        GltfAssetLabel::Scene(0).from_asset("models/extras/gltf_extras.glb"),
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    )));
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    // a place to display the extras on screen
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    commands.spawn((
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        TextBundle::from_section(
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            "",
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            TextStyle {
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                font_size: 15.,
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                ..default()
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            },
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        )
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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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        ExampleDisplay,
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    ));
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}
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fn check_for_gltf_extras(
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    gltf_extras_per_entity: Query<(
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        Entity,
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        Option<&Name>,
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        Option<&GltfSceneExtras>,
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        Option<&GltfExtras>,
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        Option<&GltfMeshExtras>,
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        Option<&GltfMaterialExtras>,
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    )>,
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    mut display: Query<&mut Text, With<ExampleDisplay>>,
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) {
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    let mut gltf_extra_infos_lines: Vec<String> = vec![];
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    for (id, name, scene_extras, extras, mesh_extras, material_extras) in
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        gltf_extras_per_entity.iter()
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    {
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        if scene_extras.is_some()
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            || extras.is_some()
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            || mesh_extras.is_some()
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            || material_extras.is_some()
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        {
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            let formatted_extras = format!(
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                "Extras per entity {} ('Name: {}'):
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    - scene extras:     {:?}
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    - primitive extras: {:?}
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    - mesh extras:      {:?}
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    - material extras:  {:?}
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                ",
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                id,
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                name.unwrap_or(&Name::default()),
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                scene_extras,
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                extras,
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                mesh_extras,
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                material_extras
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            );
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            gltf_extra_infos_lines.push(formatted_extras);
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        }
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        let mut display = display.single_mut();
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        display.sections[0].value = gltf_extra_infos_lines.join("\n");
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    }
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}
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