# 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.
		
			
				
	
	
		
			183 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			183 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example demonstrates how to visualize lights properties through the gizmo API.
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use std::f32::consts::{FRAC_PI_2, PI};
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use bevy::{
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    color::palettes::css::{DARK_CYAN, GOLD, GRAY, PURPLE},
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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, rotate_camera)
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        .add_systems(Update, update_config)
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        .run();
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}
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#[derive(Component)]
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struct GizmoColorText;
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fn gizmo_color_text(config: &LightGizmoConfigGroup) -> String {
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    match config.color {
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        LightGizmoColor::Manual(color) => format!("Manual {}", Srgba::from(color).to_hex()),
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        LightGizmoColor::Varied => "Random from entity".to_owned(),
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        LightGizmoColor::MatchLightColor => "Match light color".to_owned(),
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        LightGizmoColor::ByLightType => {
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            format!(
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                "Point {}, Spot {}, Directional {}",
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                Srgba::from(config.point_light_color).to_hex(),
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                Srgba::from(config.spot_light_color).to_hex(),
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                Srgba::from(config.directional_light_color).to_hex()
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            )
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        }
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    }
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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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    mut config_store: ResMut<GizmoConfigStore>,
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) {
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    // Circular base.
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    commands.spawn((
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        Mesh3d(meshes.add(Circle::new(4.0))),
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        MeshMaterial3d(materials.add(Color::WHITE)),
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        Transform::from_rotation(Quat::from_rotation_x(-FRAC_PI_2)),
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    ));
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    // Cubes.
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    {
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        let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
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        let material = materials.add(Color::srgb_u8(124, 144, 255));
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        for x in [-2.0, 0.0, 2.0] {
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            commands.spawn((
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                Mesh3d(mesh.clone()),
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                MeshMaterial3d(material.clone()),
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                Transform::from_xyz(x, 0.5, 0.0),
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            ));
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        }
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    }
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    // Lights.
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    {
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        commands.spawn((
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            PointLight {
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                shadows_enabled: true,
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                range: 2.0,
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                color: DARK_CYAN.into(),
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                ..default()
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            },
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            Transform::from_xyz(0.0, 1.5, 0.0),
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        ));
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        commands.spawn((
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            SpotLight {
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                shadows_enabled: true,
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                range: 3.5,
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                color: PURPLE.into(),
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                outer_angle: PI / 4.0,
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                inner_angle: PI / 4.0 * 0.8,
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                ..default()
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            },
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            Transform::from_xyz(4.0, 2.0, 0.0).looking_at(Vec3::X * 1.5, Vec3::Y),
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        ));
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        commands.spawn((
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            DirectionalLight {
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                color: GOLD.into(),
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                illuminance: DirectionalLight::default().illuminance * 0.05,
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                shadows_enabled: true,
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                ..default()
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            },
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            Transform::from_xyz(-4.0, 2.0, 0.0).looking_at(Vec3::NEG_X * 1.5, Vec3::Y),
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        ));
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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(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    // Example instructions and gizmo config.
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    {
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        let text_style = TextStyle::default();
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        commands.spawn(
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            TextBundle::from_section(
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                "Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\
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            Hold 'Left' or 'Right' to change the line width of the gizmos\n\
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            Press 'A' to toggle drawing of the light gizmos\n\
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            Press 'C' to cycle between the light gizmos coloring modes",
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                text_style.clone(),
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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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        );
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        let (_, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
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        light_config.draw_all = true;
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        light_config.color = LightGizmoColor::MatchLightColor;
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        commands.spawn((
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            TextBundle::from_sections([
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                TextSection::new("Gizmo color mode: ", text_style.clone()),
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                TextSection::new(gizmo_color_text(light_config), text_style),
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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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            GizmoColorText,
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        ));
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    }
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}
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fn rotate_camera(mut query: Query<&mut Transform, With<Camera>>, time: Res<Time>) {
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    let mut transform = query.single_mut();
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    transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_seconds() / 2.));
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}
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fn update_config(
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    mut config_store: ResMut<GizmoConfigStore>,
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    keyboard: Res<ButtonInput<KeyCode>>,
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    time: Res<Time>,
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    mut color_text_query: Query<&mut Text, With<GizmoColorText>>,
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) {
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    if keyboard.just_pressed(KeyCode::KeyD) {
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        for (_, config, _) in config_store.iter_mut() {
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            config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
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        }
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    }
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    let (config, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
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    if keyboard.pressed(KeyCode::ArrowRight) {
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        config.line_width += 5. * time.delta_seconds();
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        config.line_width = config.line_width.clamp(0., 50.);
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    }
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    if keyboard.pressed(KeyCode::ArrowLeft) {
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        config.line_width -= 5. * time.delta_seconds();
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        config.line_width = config.line_width.clamp(0., 50.);
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    }
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    if keyboard.just_pressed(KeyCode::KeyA) {
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        config.enabled ^= true;
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    }
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    if keyboard.just_pressed(KeyCode::KeyC) {
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        light_config.color = match light_config.color {
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            LightGizmoColor::Manual(_) => LightGizmoColor::Varied,
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            LightGizmoColor::Varied => LightGizmoColor::MatchLightColor,
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            LightGizmoColor::MatchLightColor => LightGizmoColor::ByLightType,
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            LightGizmoColor::ByLightType => LightGizmoColor::Manual(GRAY.into()),
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        };
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        color_text_query.single_mut().sections[1].value = gizmo_color_text(light_config);
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    }
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}
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