 25bfa80e60
			
		
	
	
		25bfa80e60
		
			
		
	
	
	
	
		
			
			# 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.
		
			
				
	
	
		
			82 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example demonstrates the usage of '.meta' files and [`AssetServer::load_with_settings`] to override the default settings for loading an asset
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| 
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| use bevy::{
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|     prelude::*,
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|     render::texture::{ImageLoaderSettings, ImageSampler},
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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(
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|             // This just tells the asset server to look in the right examples folder
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|             DefaultPlugins.set(AssetPlugin {
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|                 file_path: "examples/asset/files".to_string(),
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|                 ..Default::default()
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|             }),
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|         )
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|         .add_systems(Startup, setup)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     // Without any .meta file specifying settings, the default sampler [ImagePlugin::default()] is used for loading images.
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|     // If you are using a very small image and rendering it larger like seen here, the default linear filtering will result in a blurry image.
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|     // Useful note: The default sampler specified by the ImagePlugin is *not* the same as the default implementation of sampler. This is why
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|     // everything uses linear by default but if you look at the default of sampler, it uses nearest.
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|     commands.spawn(SpriteBundle {
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|         texture: asset_server.load("bevy_pixel_dark.png"),
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|         sprite: Sprite {
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|             custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
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|             ..Default::default()
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|         },
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|         transform: Transform::from_xyz(-100.0, 0.0, 0.0),
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|         ..Default::default()
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|     });
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| 
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|     // When a .meta file is added with the same name as the asset and a '.meta' extension
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|     // you can (and must) specify all fields of the asset loader's settings for that
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|     // particular asset, in this case [ImageLoaderSettings]. Take a look at
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|     // examples/asset/files/bevy_pixel_dark_with_meta.png.meta
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|     // for the format and you'll notice, the only non-default option is setting Nearest
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|     // filtering. This tends to work much better for pixel art assets.
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|     // A good reference when filling this out is to check out [ImageLoaderSettings::default()]
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|     // and follow to the default implementation of each fields type.
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|     // https://docs.rs/bevy/latest/bevy/render/texture/struct.ImageLoaderSettings.html#
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|     commands.spawn(SpriteBundle {
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|         texture: asset_server.load("bevy_pixel_dark_with_meta.png"),
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|         sprite: Sprite {
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|             custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
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|             ..Default::default()
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|         },
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|         transform: Transform::from_xyz(100.0, 0.0, 0.0),
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|         ..Default::default()
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|     });
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| 
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|     // Another option is to use the AssetServers load_with_settings function.
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|     // With this you can specify the same settings upon loading your asset with a
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|     // couple of differences. A big one is that you aren't required to set *every*
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|     // setting, just modify the ones that you need. It works by passing in a function
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|     // (in this case an anonymous closure) that takes a reference to the settings type
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|     // that is then modified in the function.
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|     // Do note that if you want to load the same asset with different settings, the
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|     // settings changes from any loads after the first of the same asset will be ignored.
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|     // This is why this one loads a differently named copy of the asset instead of using
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|     // same one as without a .meta file.
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|     commands.spawn(SpriteBundle {
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|         texture: asset_server.load_with_settings(
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|             "bevy_pixel_dark_with_settings.png",
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|             |settings: &mut ImageLoaderSettings| {
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|                 settings.sampler = ImageSampler::nearest();
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|             },
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|         ),
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|         sprite: Sprite {
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|             custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
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|             ..Default::default()
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|         },
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|         transform: Transform::from_xyz(0.0, 150.0, 0.0),
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|         ..Default::default()
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|     });
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| 
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|     commands.spawn(Camera2d);
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| }
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