
# Objective - Fixes https://github.com/bevyengine/bevy/issues/16556 - Closes https://github.com/bevyengine/bevy/issues/11807 ## Solution - Simplify custom projections by using a single source of truth - `Projection`, removing all existing generic systems and types. - Existing perspective and orthographic structs are no longer components - I could dissolve these to simplify further, but keeping them around was the fast way to implement this. - Instead of generics, introduce a third variant, with a trait object. - Do an object safety dance with an intermediate trait to allow cloning boxed camera projections. This is a normal rust polymorphism papercut. You can do this with a crate but a manual impl is short and sweet. ## Testing - Added a custom projection example --- ## Showcase - Custom projections and projection handling has been simplified. - Projection systems are no longer generic, with the potential for many different projection components on the same camera. - Instead `Projection` is now the single source of truth for camera projections, and is the only projection component. - Custom projections are still supported, and can be constructed with `Projection::custom()`. ## Migration Guide - `PerspectiveProjection` and `OrthographicProjection` are no longer components. Use `Projection` instead. - Custom projections should no longer be inserted as a component. Instead, simply set the custom projection as a value of `Projection` with `Projection::custom()`.
85 lines
2.5 KiB
Rust
85 lines
2.5 KiB
Rust
//! Demonstrates how to define and use custom camera projections.
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use bevy::prelude::*;
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use bevy::render::camera::CameraProjection;
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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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.run();
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}
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/// Like a perspective projection, but the vanishing point is not centered.
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#[derive(Debug, Clone)]
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struct ObliquePerspectiveProjection {
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horizontal_obliqueness: f32,
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vertical_obliqueness: f32,
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perspective: PerspectiveProjection,
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}
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/// Implement the [`CameraProjection`] trait for our custom projection:
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impl CameraProjection for ObliquePerspectiveProjection {
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fn get_clip_from_view(&self) -> Mat4 {
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let mut mat = self.perspective.get_clip_from_view();
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mat.col_mut(2)[0] = self.horizontal_obliqueness;
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mat.col_mut(2)[1] = self.vertical_obliqueness;
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mat
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}
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fn get_clip_from_view_for_sub(&self, sub_view: &bevy_render::camera::SubCameraView) -> Mat4 {
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let mut mat = self.perspective.get_clip_from_view_for_sub(sub_view);
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mat.col_mut(2)[0] = self.horizontal_obliqueness;
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mat.col_mut(2)[1] = self.vertical_obliqueness;
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mat
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}
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fn update(&mut self, width: f32, height: f32) {
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self.perspective.update(width, height);
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}
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fn far(&self) -> f32 {
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self.perspective.far
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}
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fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] {
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self.perspective.get_frustum_corners(z_near, z_far)
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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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) {
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commands.spawn((
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Camera3d::default(),
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// Use our custom projection:
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Projection::custom(ObliquePerspectiveProjection {
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horizontal_obliqueness: 0.2,
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vertical_obliqueness: 0.6,
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perspective: PerspectiveProjection::default(),
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}),
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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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// Scene setup
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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(-std::f32::consts::FRAC_PI_2)),
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));
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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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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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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}
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