# 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.
		
			
				
	
	
		
			132 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			132 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
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use bevy::{
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    audio::{AudioPlugin, SpatialScale},
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    color::palettes::css::*,
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    prelude::*,
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};
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/// Spatial audio uses the distance to attenuate the sound volume. In 2D with the default camera,
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/// 1 pixel is 1 unit of distance, so we use a scale so that 100 pixels is 1 unit of distance for
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/// audio.
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const AUDIO_SCALE: f32 = 1. / 100.0;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(AudioPlugin {
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            default_spatial_scale: SpatialScale::new_2d(AUDIO_SCALE),
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            ..default()
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        }))
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        .add_systems(Startup, setup)
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        .add_systems(Update, update_emitters)
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        .add_systems(Update, update_listener)
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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<ColorMaterial>>,
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    asset_server: Res<AssetServer>,
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) {
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    // Space between the two ears
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    let gap = 400.0;
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    // sound emitter
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    commands.spawn((
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        Mesh2d(meshes.add(Circle::new(15.0))),
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        MeshMaterial2d(materials.add(Color::from(BLUE))),
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        Transform::from_translation(Vec3::new(0.0, 50.0, 0.0)),
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        Emitter::default(),
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        AudioPlayer::<AudioSource>(asset_server.load("sounds/Windless Slopes.ogg")),
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        PlaybackSettings::LOOP.with_spatial(true),
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    ));
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    let listener = SpatialListener::new(gap);
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    commands
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        .spawn((SpatialBundle::default(), listener.clone()))
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        .with_children(|parent| {
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            // left ear
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            parent.spawn(SpriteBundle {
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                sprite: Sprite {
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                    color: RED.into(),
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                    custom_size: Some(Vec2::splat(20.0)),
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                    ..default()
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                },
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                transform: Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
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                ..default()
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            });
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            // right ear
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            parent.spawn(SpriteBundle {
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                sprite: Sprite {
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                    color: LIME.into(),
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                    custom_size: Some(Vec2::splat(20.0)),
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                    ..default()
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                },
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                transform: Transform::from_xyz(gap / 2.0, 0.0, 0.0),
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                ..default()
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            });
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        });
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    // example instructions
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    commands.spawn(
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        TextBundle::from_section(
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            "Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement",
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            TextStyle::default(),
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        )
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            bottom: 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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    );
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    // camera
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    commands.spawn(Camera2d);
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}
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#[derive(Component, Default)]
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struct Emitter {
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    stopped: bool,
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}
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fn update_emitters(
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    time: Res<Time>,
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    mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
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    keyboard: Res<ButtonInput<KeyCode>>,
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) {
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    for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
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        if keyboard.just_pressed(KeyCode::Space) {
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            emitter.stopped = !emitter.stopped;
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        }
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        if !emitter.stopped {
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            emitter_transform.translation.x = ops::sin(time.elapsed_seconds()) * 500.0;
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        }
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    }
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}
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fn update_listener(
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    keyboard: Res<ButtonInput<KeyCode>>,
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    time: Res<Time>,
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    mut listeners: Query<&mut Transform, With<SpatialListener>>,
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) {
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    let mut transform = listeners.single_mut();
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    let speed = 200.;
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    if keyboard.pressed(KeyCode::ArrowRight) {
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        transform.translation.x += speed * time.delta_seconds();
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    }
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    if keyboard.pressed(KeyCode::ArrowLeft) {
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        transform.translation.x -= speed * time.delta_seconds();
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    }
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    if keyboard.pressed(KeyCode::ArrowUp) {
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        transform.translation.y += speed * time.delta_seconds();
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    }
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    if keyboard.pressed(KeyCode::ArrowDown) {
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        transform.translation.y -= speed * time.delta_seconds();
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    }
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}
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