# 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.
		
			
				
	
	
		
			130 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			130 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Create a custom material to draw basic lines in 3D
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    pbr::{MaterialPipeline, MaterialPipelineKey},
 | 
						|
    prelude::*,
 | 
						|
    reflect::TypePath,
 | 
						|
    render::{
 | 
						|
        mesh::{MeshVertexBufferLayoutRef, PrimitiveTopology},
 | 
						|
        render_asset::RenderAssetUsages,
 | 
						|
        render_resource::{
 | 
						|
            AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef,
 | 
						|
            SpecializedMeshPipelineError,
 | 
						|
        },
 | 
						|
    },
 | 
						|
};
 | 
						|
 | 
						|
/// This example uses a shader source file from the assets subdirectory
 | 
						|
const SHADER_ASSET_PATH: &str = "shaders/line_material.wgsl";
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins((DefaultPlugins, MaterialPlugin::<LineMaterial>::default()))
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    mut materials: ResMut<Assets<LineMaterial>>,
 | 
						|
) {
 | 
						|
    // Spawn a list of lines with start and end points for each lines
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(meshes.add(LineList {
 | 
						|
            lines: vec![
 | 
						|
                (Vec3::ZERO, Vec3::new(1.0, 1.0, 0.0)),
 | 
						|
                (Vec3::new(1.0, 1.0, 0.0), Vec3::new(1.0, 0.0, 0.0)),
 | 
						|
            ],
 | 
						|
        })),
 | 
						|
        MeshMaterial3d(materials.add(LineMaterial {
 | 
						|
            color: LinearRgba::GREEN,
 | 
						|
        })),
 | 
						|
        Transform::from_xyz(-1.5, 0.0, 0.0),
 | 
						|
    ));
 | 
						|
 | 
						|
    // Spawn a line strip that goes from point to point
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(meshes.add(LineStrip {
 | 
						|
            points: vec![
 | 
						|
                Vec3::ZERO,
 | 
						|
                Vec3::new(1.0, 1.0, 0.0),
 | 
						|
                Vec3::new(1.0, 0.0, 0.0),
 | 
						|
            ],
 | 
						|
        })),
 | 
						|
        MeshMaterial3d(materials.add(LineMaterial {
 | 
						|
            color: LinearRgba::BLUE,
 | 
						|
        })),
 | 
						|
        Transform::from_xyz(0.5, 0.0, 0.0),
 | 
						|
    ));
 | 
						|
 | 
						|
    // camera
 | 
						|
    commands.spawn((
 | 
						|
        Camera3d::default(),
 | 
						|
        Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
    ));
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Asset, TypePath, Default, AsBindGroup, Debug, Clone)]
 | 
						|
struct LineMaterial {
 | 
						|
    #[uniform(0)]
 | 
						|
    color: LinearRgba,
 | 
						|
}
 | 
						|
 | 
						|
impl Material for LineMaterial {
 | 
						|
    fn fragment_shader() -> ShaderRef {
 | 
						|
        SHADER_ASSET_PATH.into()
 | 
						|
    }
 | 
						|
 | 
						|
    fn specialize(
 | 
						|
        _pipeline: &MaterialPipeline<Self>,
 | 
						|
        descriptor: &mut RenderPipelineDescriptor,
 | 
						|
        _layout: &MeshVertexBufferLayoutRef,
 | 
						|
        _key: MaterialPipelineKey<Self>,
 | 
						|
    ) -> Result<(), SpecializedMeshPipelineError> {
 | 
						|
        // This is the important part to tell bevy to render this material as a line between vertices
 | 
						|
        descriptor.primitive.polygon_mode = PolygonMode::Line;
 | 
						|
        Ok(())
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
/// A list of lines with a start and end position
 | 
						|
#[derive(Debug, Clone)]
 | 
						|
struct LineList {
 | 
						|
    lines: Vec<(Vec3, Vec3)>,
 | 
						|
}
 | 
						|
 | 
						|
impl From<LineList> for Mesh {
 | 
						|
    fn from(line: LineList) -> Self {
 | 
						|
        let vertices: Vec<_> = line.lines.into_iter().flat_map(|(a, b)| [a, b]).collect();
 | 
						|
 | 
						|
        Mesh::new(
 | 
						|
            // This tells wgpu that the positions are list of lines
 | 
						|
            // where every pair is a start and end point
 | 
						|
            PrimitiveTopology::LineList,
 | 
						|
            RenderAssetUsages::RENDER_WORLD,
 | 
						|
        )
 | 
						|
        // Add the vertices positions as an attribute
 | 
						|
        .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices)
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
/// A list of points that will have a line drawn between each consecutive points
 | 
						|
#[derive(Debug, Clone)]
 | 
						|
struct LineStrip {
 | 
						|
    points: Vec<Vec3>,
 | 
						|
}
 | 
						|
 | 
						|
impl From<LineStrip> for Mesh {
 | 
						|
    fn from(line: LineStrip) -> Self {
 | 
						|
        Mesh::new(
 | 
						|
            // This tells wgpu that the positions are a list of points
 | 
						|
            // where a line will be drawn between each consecutive point
 | 
						|
            PrimitiveTopology::LineStrip,
 | 
						|
            RenderAssetUsages::RENDER_WORLD,
 | 
						|
        )
 | 
						|
        // Add the point positions as an attribute
 | 
						|
        .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, line.points)
 | 
						|
    }
 | 
						|
}
 |