 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.
		
			
				
	
	
		
			77 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			77 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Update a scene from a glTF file, either by spawning the scene as a child of another entity,
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| //! or by accessing the entities of the scene.
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| 
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| use bevy::{pbr::DirectionalLightShadowMap, prelude::*};
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(DirectionalLightShadowMap { size: 4096 })
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, move_scene_entities)
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct MovedScene;
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn((
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|         Transform::from_xyz(4.0, 25.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         DirectionalLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|     ));
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|     commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(-0.5, 0.9, 1.5).looking_at(Vec3::new(-0.5, 0.3, 0.0), Vec3::Y),
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|         EnvironmentMapLight {
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|             diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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|             specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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|             intensity: 150.0,
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|             ..default()
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|         },
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|     ));
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| 
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|     // Spawn the scene as a child of this entity at the given transform
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|     commands.spawn((
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|         Transform::from_xyz(-1.0, 0.0, 0.0),
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|         SceneRoot(
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|             asset_server
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|                 .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
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|         ),
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|     ));
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| 
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|     // Spawn a second scene, and add a tag component to be able to target it later
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|     commands.spawn((
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|         SceneRoot(
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|             asset_server
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|                 .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
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|         ),
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|         MovedScene,
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|     ));
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| }
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| 
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| // This system will move all entities that are descendants of MovedScene (which will be all entities spawned in the scene)
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| fn move_scene_entities(
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|     time: Res<Time>,
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|     moved_scene: Query<Entity, With<MovedScene>>,
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|     children: Query<&Children>,
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|     mut transforms: Query<&mut Transform>,
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| ) {
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|     for moved_scene_entity in &moved_scene {
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|         let mut offset = 0.;
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|         for entity in children.iter_descendants(moved_scene_entity) {
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|             if let Ok(mut transform) = transforms.get_mut(entity) {
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|                 transform.translation = Vec3::new(
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|                     offset * ops::sin(time.elapsed_seconds()) / 20.,
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|                     0.,
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|                     ops::cos(time.elapsed_seconds()) / 20.,
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|                 );
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|                 offset += 0.5;
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|             }
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|         }
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|     }
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| }
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