# 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.
		
			
				
	
	
		
			68 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Uses two windows to visualize a 3D model from different angles.
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use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
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fn main() {
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    App::new()
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        // By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup_scene)
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        .run();
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}
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // add entities to the world
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    commands.spawn(SceneRoot(
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        asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf")),
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    ));
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    // light
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    commands.spawn((
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        DirectionalLight::default(),
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        Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    let first_window_camera = commands
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        .spawn((
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            Camera3d::default(),
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            Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ))
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        .id();
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    // Spawn a second window
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    let second_window = commands
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        .spawn(Window {
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            title: "Second window".to_owned(),
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            ..default()
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        })
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        .id();
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    let second_window_camera = commands
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        .spawn((
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            Camera3d::default(),
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            Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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            Camera {
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                target: RenderTarget::Window(WindowRef::Entity(second_window)),
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                ..default()
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            },
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        ))
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        .id();
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    // Since we are using multiple cameras, we need to specify which camera UI should be rendered to
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    commands
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        .spawn((NodeBundle::default(), TargetCamera(first_window_camera)))
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        .with_children(|parent| {
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            parent.spawn(TextBundle::from_section(
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                "First window",
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                TextStyle::default(),
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            ));
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        });
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    commands
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        .spawn((NodeBundle::default(), TargetCamera(second_window_camera)))
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        .with_children(|parent| {
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            parent.spawn(TextBundle::from_section(
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                "Second window",
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                TextStyle::default(),
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            ));
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        });
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}
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