# 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.
		
			
				
	
	
		
			82 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how to work with Cubic curves.
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use bevy::{
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    color::palettes::css::{ORANGE, SILVER, WHITE},
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    math::vec3,
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    prelude::*,
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};
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#[derive(Component)]
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struct Curve(CubicCurve<Vec3>);
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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_cube)
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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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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // Define your control points
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    // These points will define the curve
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    // You can learn more about bezier curves here
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    // https://en.wikipedia.org/wiki/B%C3%A9zier_curve
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    let points = [[
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        vec3(-6., 2., 0.),
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        vec3(12., 8., 0.),
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        vec3(-12., 8., 0.),
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        vec3(6., 2., 0.),
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    ]];
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    // Make a CubicCurve
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    let bezier = CubicBezier::new(points).to_curve().unwrap();
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    // Spawning a cube to experiment on
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::default())),
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        MeshMaterial3d(materials.add(Color::from(ORANGE))),
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        Transform::from_translation(points[0][0]),
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        Curve(bezier),
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    ));
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    // Some light to see something
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    commands.spawn((
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        PointLight {
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            shadows_enabled: true,
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            intensity: 10_000_000.,
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            range: 100.0,
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            ..default()
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        },
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        Transform::from_xyz(8., 16., 8.),
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    ));
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    // ground plane
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(50., 50.))),
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        MeshMaterial3d(materials.add(Color::from(SILVER))),
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    ));
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    // The camera
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(0., 6., 12.).looking_at(Vec3::new(0., 3., 0.), Vec3::Y),
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    ));
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}
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fn animate_cube(time: Res<Time>, mut query: Query<(&mut Transform, &Curve)>, mut gizmos: Gizmos) {
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    let t = (ops::sin(time.elapsed_seconds()) + 1.) / 2.;
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    for (mut transform, cubic_curve) in &mut query {
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        // Draw the curve
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        gizmos.linestrip(cubic_curve.0.iter_positions(50), WHITE);
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        // position takes a point from the curve where 0 is the initial point
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        // and 1 is the last point
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        transform.translation = cubic_curve.0.position(t);
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    }
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}
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