# Objective Bevy seems to want to standardize on "American English" spellings. Not sure if this is laid out anywhere in writing, but see also #15947. While perusing the docs for `typos`, I noticed that it has a `locale` config option and tried it out. ## Solution Switch to `en-us` locale in the `typos` config and run `typos -w` ## Migration Guide The following methods or fields have been renamed from `*dependants*` to `*dependents*`. - `ProcessorAssetInfo::dependants` - `ProcessorAssetInfos::add_dependant` - `ProcessorAssetInfos::non_existent_dependants` - `AssetInfo::dependants_waiting_on_load` - `AssetInfo::dependants_waiting_on_recursive_dep_load` - `AssetInfos::loader_dependants` - `AssetInfos::remove_dependants_and_labels`
		
			
				
	
	
		
			142 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			142 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to orbit camera around a static scene using pitch, yaw, and roll.
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//!
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//! See also: `first_person_view_model` example, which does something similar but as a first-person
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//! camera view.
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use std::{f32::consts::FRAC_PI_2, ops::Range};
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use bevy::{input::mouse::AccumulatedMouseMotion, prelude::*};
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#[derive(Debug, Resource)]
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struct CameraSettings {
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    pub orbit_distance: f32,
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    pub pitch_speed: f32,
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    // Clamp pitch to this range
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    pub pitch_range: Range<f32>,
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    pub roll_speed: f32,
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    pub yaw_speed: f32,
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}
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impl Default for CameraSettings {
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    fn default() -> Self {
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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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        Self {
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            // These values are completely arbitrary, chosen because they seem to produce
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            // "sensible" results for this example. Adjust as required.
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            orbit_distance: 20.0,
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            pitch_speed: 0.003,
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            pitch_range: -pitch_limit..pitch_limit,
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            roll_speed: 1.0,
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            yaw_speed: 0.004,
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        }
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    }
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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 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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        Name::new("Camera"),
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        Camera3d::default(),
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        Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    commands.spawn((
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        Name::new("Plane"),
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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        MeshMaterial3d(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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    ));
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    commands.spawn((
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        Name::new("Cube"),
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        Mesh3d(meshes.add(Cuboid::default())),
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        MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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        Transform::from_xyz(1.5, 0.51, 1.5),
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    ));
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    commands.spawn((
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        Name::new("Light"),
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        PointLight::default(),
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        Transform::from_xyz(3.0, 8.0, 5.0),
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    ));
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}
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fn instructions(mut commands: Commands) {
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    commands.spawn((
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        Name::new("Instructions"),
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        Text::new(
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            "Mouse up or down: pitch\n\
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            Mouse left or right: yaw\n\
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            Mouse buttons: roll",
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        ),
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        Node {
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            position_type: PositionType::Absolute,
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            top: Val::Px(12.),
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            left: Val::Px(12.),
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            ..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: Single<&mut Transform, With<Camera>>,
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    camera_settings: Res<CameraSettings>,
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    mouse_buttons: Res<ButtonInput<MouseButton>>,
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    mouse_motion: Res<AccumulatedMouseMotion>,
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    time: Res<Time>,
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) {
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    let delta = mouse_motion.delta;
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    let mut delta_roll = 0.0;
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    if mouse_buttons.pressed(MouseButton::Left) {
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        delta_roll -= 1.0;
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    }
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    if mouse_buttons.pressed(MouseButton::Right) {
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        delta_roll += 1.0;
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    }
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    // Mouse motion is one of the few inputs that should not be multiplied by delta time,
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    // as we are already receiving the full movement since the last frame was rendered. Multiplying
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    // by delta time here would make the movement slower that it should be.
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    let delta_pitch = delta.y * camera_settings.pitch_speed;
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    let delta_yaw = delta.x * camera_settings.yaw_speed;
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    // Conversely, we DO need to factor in delta time for mouse button inputs.
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    delta_roll *= camera_settings.roll_speed * time.delta_secs();
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    // Obtain the existing pitch, yaw, and roll values from the transform.
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    let (yaw, pitch, roll) = camera.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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    camera.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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    // In our example it's a static target, but this could easily be customized.
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    let target = Vec3::ZERO;
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    camera.translation = target - camera.forward() * camera_settings.orbit_distance;
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}
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