
# Objective As previously discussed, split camera zoom and orbiting examples to keep things less cluttered. See discussion on #15092 for context.
164 lines
4.9 KiB
Rust
164 lines
4.9 KiB
Rust
//! Shows how to orbit camera around a static scene using pitch, yaw, and roll.
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use std::{f32::consts::FRAC_PI_2, ops::Range};
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use bevy::prelude::*;
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#[derive(Debug, Default, Resource)]
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struct CameraSettings {
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pub orbit_distance: f32,
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// Multiply keyboard inputs by this factor
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pub orbit_speed: f32,
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// Clamp pitch to this range
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pub pitch_range: Range<f32>,
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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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.init_resource::<CameraSettings>()
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.add_systems(Startup, (setup, instructions))
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.add_systems(Update, orbit)
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.run();
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}
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/// Set up a simple 3D scene
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fn setup(
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mut camera_settings: ResMut<CameraSettings>,
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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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// Limiting pitch stops some unexpected rotation past 90° up or down.
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let pitch_limit = FRAC_PI_2 - 0.01;
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camera_settings.orbit_distance = 10.0;
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camera_settings.orbit_speed = 1.0;
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camera_settings.pitch_range = -pitch_limit..pitch_limit;
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commands.spawn((
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Name::new("Camera"),
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Camera3dBundle {
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transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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));
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commands.spawn((
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Name::new("Plane"),
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PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
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material: materials.add(StandardMaterial {
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base_color: Color::srgb(0.3, 0.5, 0.3),
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// Turning off culling keeps the plane visible when viewed from beneath.
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cull_mode: None,
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..default()
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}),
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..default()
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},
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));
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commands.spawn((
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Name::new("Cube"),
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PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
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transform: Transform::from_xyz(1.5, 0.51, 1.5),
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..default()
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},
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));
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commands.spawn((
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Name::new("Light"),
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PointLightBundle {
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transform: Transform::from_xyz(3.0, 8.0, 5.0),
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..default()
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},
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));
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}
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fn instructions(mut commands: Commands) {
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commands
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.spawn((
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Name::new("Instructions"),
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NodeBundle {
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style: Style {
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align_items: AlignItems::Start,
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::Start,
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width: Val::Percent(100.),
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..default()
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},
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"W or S: pitch",
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TextStyle::default(),
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));
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parent.spawn(TextBundle::from_section(
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"A or D: yaw",
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TextStyle::default(),
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));
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parent.spawn(TextBundle::from_section(
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"Q or E: roll",
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TextStyle::default(),
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));
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});
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}
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fn orbit(
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mut camera: Query<&mut Transform, With<Camera>>,
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camera_settings: Res<CameraSettings>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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let mut transform = camera.single_mut();
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let mut delta_pitch = 0.0;
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let mut delta_roll = 0.0;
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let mut delta_yaw = 0.0;
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if keyboard_input.pressed(KeyCode::KeyW) {
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delta_pitch += camera_settings.orbit_speed;
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}
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if keyboard_input.pressed(KeyCode::KeyS) {
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delta_pitch -= camera_settings.orbit_speed;
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}
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if keyboard_input.pressed(KeyCode::KeyQ) {
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delta_roll -= camera_settings.orbit_speed;
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}
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if keyboard_input.pressed(KeyCode::KeyE) {
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delta_roll += camera_settings.orbit_speed;
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}
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if keyboard_input.pressed(KeyCode::KeyA) {
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delta_yaw -= camera_settings.orbit_speed;
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}
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if keyboard_input.pressed(KeyCode::KeyD) {
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delta_yaw += camera_settings.orbit_speed;
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}
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// Incorporating the delta time between calls prevents this from being framerate-bound.
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delta_pitch *= time.delta_seconds();
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delta_roll *= time.delta_seconds();
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delta_yaw *= time.delta_seconds();
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// Obtain the existing pitch, yaw, and roll values from the transform.
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let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
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// Establish the new yaw and pitch, preventing the pitch value from exceeding our limits.
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let pitch = (pitch + delta_pitch).clamp(
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camera_settings.pitch_range.start,
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camera_settings.pitch_range.end,
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);
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let roll = roll + delta_roll;
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let yaw = yaw + delta_yaw;
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transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
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// Adjust the translation to maintain the correct orientation toward the orbit target.
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transform.translation = Vec3::ZERO - transform.forward() * camera_settings.orbit_distance;
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}
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