Vendor dependencies for 0.3.0 release

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2025-09-27 10:29:08 -05:00
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commit 82ab7f317b
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//! This example showcases a 2D screen shake using concept in this video: `<https://www.youtube.com/watch?v=tu-Qe66AvtY>`
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:-------------|:---------------------|
//! | Space | Trigger screen shake |
use bevy::{prelude::*, render::camera::SubCameraView, sprite::MeshMaterial2d};
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
const CAMERA_DECAY_RATE: f32 = 0.9; // Adjust this for smoother or snappier decay
const TRAUMA_DECAY_SPEED: f32 = 0.5; // How fast trauma decays
const TRAUMA_INCREMENT: f32 = 1.0; // Increment of trauma per frame when holding space
// screen_shake parameters, maximum addition by frame not actual maximum overall values
const MAX_ANGLE: f32 = 0.5;
const MAX_OFFSET: f32 = 500.0;
#[derive(Component)]
struct Player;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, (setup_scene, setup_instructions, setup_camera))
.add_systems(Update, (screen_shake, trigger_shake_on_space))
.run();
}
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
// World where we move the player
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(1000., 700.))),
MeshMaterial2d(materials.add(Color::srgb(0.2, 0.2, 0.3))),
));
// Player
commands.spawn((
Player,
Mesh2d(meshes.add(Rectangle::new(50.0, 100.0))), // Rectangle size (width, height)
MeshMaterial2d(materials.add(Color::srgb(0.25, 0.94, 0.91))), // RGB values must be in range 0.0 to 1.0
Transform::from_xyz(0., 0., 2.),
));
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(50.0, 50.0))), // Rectangle size (width, height)
MeshMaterial2d(materials.add(Color::srgb(0.85, 0.0, 0.2))), // RGB values must be in range 0.0 to 1.0
Transform::from_xyz(-450.0, 200.0, 2.),
));
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(70.0, 50.0))), // Rectangle size (width, height)
MeshMaterial2d(materials.add(Color::srgb(0.5, 0.8, 0.2))), // RGB values must be in range 0.0 to 1.0
Transform::from_xyz(450.0, -150.0, 2.),
));
commands.init_resource::<ScreenShake>();
}
fn setup_instructions(mut commands: Commands) {
commands.spawn((
Text::new("Hold space to trigger a screen shake"),
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
fn setup_camera(mut commands: Commands) {
commands.spawn((
Camera2d,
Camera {
sub_camera_view: Some(SubCameraView {
full_size: UVec2::new(1000, 700),
offset: Vec2::new(0.0, 0.0),
size: UVec2::new(1000, 700),
}),
order: 1,
..default()
},
));
}
#[derive(Resource, Clone)]
struct ScreenShake {
max_angle: f32,
max_offset: f32,
trauma: f32,
latest_position: Option<Vec2>,
}
impl Default for ScreenShake {
fn default() -> Self {
Self {
max_angle: 0.0,
max_offset: 0.0,
trauma: 0.0,
latest_position: Some(Vec2::default()),
}
}
}
impl ScreenShake {
fn start_shake(&mut self, max_angle: f32, max_offset: f32, trauma: f32, final_position: Vec2) {
self.max_angle = max_angle;
self.max_offset = max_offset;
self.trauma = trauma.clamp(0.0, 1.0);
self.latest_position = Some(final_position);
}
}
fn trigger_shake_on_space(
time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut screen_shake: ResMut<ScreenShake>,
) {
if keyboard_input.pressed(KeyCode::Space) {
let screen_shake_clone = screen_shake.clone();
screen_shake.start_shake(
MAX_ANGLE,
MAX_OFFSET,
screen_shake_clone.trauma + TRAUMA_INCREMENT * time.delta_secs(),
Vec2 { x: 0.0, y: 0.0 },
); // final_position should be your current player position
}
}
fn screen_shake(
time: Res<Time>,
mut screen_shake: ResMut<ScreenShake>,
mut query: Query<(&mut Camera, &mut Transform)>,
) {
let mut rng = ChaCha8Rng::from_entropy();
let shake = screen_shake.trauma * screen_shake.trauma;
let angle = (screen_shake.max_angle * shake).to_radians() * rng.gen_range(-1.0..1.0);
let offset_x = screen_shake.max_offset * shake * rng.gen_range(-1.0..1.0);
let offset_y = screen_shake.max_offset * shake * rng.gen_range(-1.0..1.0);
if shake > 0.0 {
for (mut camera, mut transform) in query.iter_mut() {
// Position
let sub_view = camera.sub_camera_view.as_mut().unwrap();
let target = sub_view.offset
+ Vec2 {
x: offset_x,
y: offset_y,
};
sub_view
.offset
.smooth_nudge(&target, CAMERA_DECAY_RATE, time.delta_secs());
// Rotation
let rotation = Quat::from_rotation_z(angle);
transform.rotation = transform
.rotation
.interpolate_stable(&(transform.rotation.mul_quat(rotation)), CAMERA_DECAY_RATE);
}
} else {
// return camera to the latest position of player (it's fixed in this example case)
if let Ok((mut camera, mut transform)) = query.single_mut() {
let sub_view = camera.sub_camera_view.as_mut().unwrap();
let target = screen_shake.latest_position.unwrap();
sub_view
.offset
.smooth_nudge(&target, 1.0, time.delta_secs());
transform.rotation = transform.rotation.interpolate_stable(&Quat::IDENTITY, 0.1);
}
}
// Decay the trauma over time
screen_shake.trauma -= TRAUMA_DECAY_SPEED * time.delta_secs();
screen_shake.trauma = screen_shake.trauma.clamp(0.0, 1.0);
}

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//! This example showcases a 2D top-down camera with smooth player tracking.
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:---------------------|:--------------|
//! | `W` | Move up |
//! | `S` | Move down |
//! | `A` | Move left |
//! | `D` | Move right |
use bevy::{core_pipeline::bloom::Bloom, prelude::*};
/// Player movement speed factor.
const PLAYER_SPEED: f32 = 100.;
/// How quickly should the camera snap to the desired location.
const CAMERA_DECAY_RATE: f32 = 2.;
#[derive(Component)]
struct Player;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, (setup_scene, setup_instructions, setup_camera))
.add_systems(Update, (move_player, update_camera).chain())
.run();
}
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
// World where we move the player
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(1000., 700.))),
MeshMaterial2d(materials.add(Color::srgb(0.2, 0.2, 0.3))),
));
// Player
commands.spawn((
Player,
Mesh2d(meshes.add(Circle::new(25.))),
MeshMaterial2d(materials.add(Color::srgb(6.25, 9.4, 9.1))), // RGB values exceed 1 to achieve a bright color for the bloom effect
Transform::from_xyz(0., 0., 2.),
));
}
fn setup_instructions(mut commands: Commands) {
commands.spawn((
Text::new("Move the light with WASD.\nThe camera will smoothly track the light."),
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
fn setup_camera(mut commands: Commands) {
commands.spawn((
Camera2d,
Camera {
hdr: true, // HDR is required for the bloom effect
..default()
},
Bloom::NATURAL,
));
}
/// Update the camera position by tracking the player.
fn update_camera(
mut camera: Single<&mut Transform, (With<Camera2d>, Without<Player>)>,
player: Single<&Transform, (With<Player>, Without<Camera2d>)>,
time: Res<Time>,
) {
let Vec3 { x, y, .. } = player.translation;
let direction = Vec3::new(x, y, camera.translation.z);
// Applies a smooth effect to camera movement using stable interpolation
// between the camera position and the player position on the x and y axes.
camera
.translation
.smooth_nudge(&direction, CAMERA_DECAY_RATE, time.delta_secs());
}
/// Update the player position with keyboard inputs.
/// Note that the approach used here is for demonstration purposes only,
/// as the point of this example is to showcase the camera tracking feature.
///
/// A more robust solution for player movement can be found in `examples/movement/physics_in_fixed_timestep.rs`.
fn move_player(
mut player: Single<&mut Transform, With<Player>>,
time: Res<Time>,
kb_input: Res<ButtonInput<KeyCode>>,
) {
let mut direction = Vec2::ZERO;
if kb_input.pressed(KeyCode::KeyW) {
direction.y += 1.;
}
if kb_input.pressed(KeyCode::KeyS) {
direction.y -= 1.;
}
if kb_input.pressed(KeyCode::KeyA) {
direction.x -= 1.;
}
if kb_input.pressed(KeyCode::KeyD) {
direction.x += 1.;
}
// Progressively update the player's position over time. Normalize the
// direction vector to prevent it from exceeding a magnitude of 1 when
// moving diagonally.
let move_delta = direction.normalize_or_zero() * PLAYER_SPEED * time.delta_secs();
player.translation += move_delta.extend(0.);
}

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//! Shows how to orbit camera around a static scene using pitch, yaw, and roll.
//!
//! See also: `first_person_view_model` example, which does something similar but as a first-person
//! camera view.
use std::{f32::consts::FRAC_PI_2, ops::Range};
use bevy::{input::mouse::AccumulatedMouseMotion, prelude::*};
#[derive(Debug, Resource)]
struct CameraSettings {
pub orbit_distance: f32,
pub pitch_speed: f32,
// Clamp pitch to this range
pub pitch_range: Range<f32>,
pub roll_speed: f32,
pub yaw_speed: f32,
}
impl Default for CameraSettings {
fn default() -> Self {
// Limiting pitch stops some unexpected rotation past 90° up or down.
let pitch_limit = FRAC_PI_2 - 0.01;
Self {
// These values are completely arbitrary, chosen because they seem to produce
// "sensible" results for this example. Adjust as required.
orbit_distance: 20.0,
pitch_speed: 0.003,
pitch_range: -pitch_limit..pitch_limit,
roll_speed: 1.0,
yaw_speed: 0.004,
}
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<CameraSettings>()
.add_systems(Startup, (setup, instructions))
.add_systems(Update, orbit)
.run();
}
/// Set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Name::new("Camera"),
Camera3d::default(),
Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Name::new("Plane"),
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.3, 0.5, 0.3),
// Turning off culling keeps the plane visible when viewed from beneath.
cull_mode: None,
..default()
})),
));
commands.spawn((
Name::new("Cube"),
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
Transform::from_xyz(1.5, 0.51, 1.5),
));
commands.spawn((
Name::new("Light"),
PointLight::default(),
Transform::from_xyz(3.0, 8.0, 5.0),
));
}
fn instructions(mut commands: Commands) {
commands.spawn((
Name::new("Instructions"),
Text::new(
"Mouse up or down: pitch\n\
Mouse left or right: yaw\n\
Mouse buttons: roll",
),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.),
left: Val::Px(12.),
..default()
},
));
}
fn orbit(
mut camera: Single<&mut Transform, With<Camera>>,
camera_settings: Res<CameraSettings>,
mouse_buttons: Res<ButtonInput<MouseButton>>,
mouse_motion: Res<AccumulatedMouseMotion>,
time: Res<Time>,
) {
let delta = mouse_motion.delta;
let mut delta_roll = 0.0;
if mouse_buttons.pressed(MouseButton::Left) {
delta_roll -= 1.0;
}
if mouse_buttons.pressed(MouseButton::Right) {
delta_roll += 1.0;
}
// Mouse motion is one of the few inputs that should not be multiplied by delta time,
// as we are already receiving the full movement since the last frame was rendered. Multiplying
// by delta time here would make the movement slower that it should be.
let delta_pitch = delta.y * camera_settings.pitch_speed;
let delta_yaw = delta.x * camera_settings.yaw_speed;
// Conversely, we DO need to factor in delta time for mouse button inputs.
delta_roll *= camera_settings.roll_speed * time.delta_secs();
// Obtain the existing pitch, yaw, and roll values from the transform.
let (yaw, pitch, roll) = camera.rotation.to_euler(EulerRot::YXZ);
// Establish the new yaw and pitch, preventing the pitch value from exceeding our limits.
let pitch = (pitch + delta_pitch).clamp(
camera_settings.pitch_range.start,
camera_settings.pitch_range.end,
);
let roll = roll + delta_roll;
let yaw = yaw + delta_yaw;
camera.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
// Adjust the translation to maintain the correct orientation toward the orbit target.
// In our example it's a static target, but this could easily be customized.
let target = Vec3::ZERO;
camera.translation = target - camera.forward() * camera_settings.orbit_distance;
}

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//! Demonstrates how to define and use custom camera projections.
use bevy::prelude::*;
use bevy::render::camera::CameraProjection;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
/// Like a perspective projection, but the vanishing point is not centered.
#[derive(Debug, Clone)]
struct ObliquePerspectiveProjection {
horizontal_obliqueness: f32,
vertical_obliqueness: f32,
perspective: PerspectiveProjection,
}
/// Implement the [`CameraProjection`] trait for our custom projection:
impl CameraProjection for ObliquePerspectiveProjection {
fn get_clip_from_view(&self) -> Mat4 {
let mut mat = self.perspective.get_clip_from_view();
mat.col_mut(2)[0] = self.horizontal_obliqueness;
mat.col_mut(2)[1] = self.vertical_obliqueness;
mat
}
fn get_clip_from_view_for_sub(&self, sub_view: &bevy_render::camera::SubCameraView) -> Mat4 {
let mut mat = self.perspective.get_clip_from_view_for_sub(sub_view);
mat.col_mut(2)[0] = self.horizontal_obliqueness;
mat.col_mut(2)[1] = self.vertical_obliqueness;
mat
}
fn update(&mut self, width: f32, height: f32) {
self.perspective.update(width, height);
}
fn far(&self) -> f32 {
self.perspective.far
}
fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] {
self.perspective.get_frustum_corners(z_near, z_far)
}
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Camera3d::default(),
// Use our custom projection:
Projection::custom(ObliquePerspectiveProjection {
horizontal_obliqueness: 0.2,
vertical_obliqueness: 0.6,
perspective: PerspectiveProjection::default(),
}),
Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Scene setup
commands.spawn((
Mesh3d(meshes.add(Circle::new(4.0))),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
));
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
Transform::from_xyz(0.0, 0.5, 0.0),
));
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
}

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//! This example showcases a 3D first-person camera.
//!
//! The setup presented here is a very common way of organizing a first-person game
//! where the player can see their own arms. We use two industry terms to differentiate
//! the kinds of models we have:
//!
//! - The *view model* is the model that represents the player's body.
//! - The *world model* is everything else.
//!
//! ## Motivation
//!
//! The reason for this distinction is that these two models should be rendered with different field of views (FOV).
//! The view model is typically designed and animated with a very specific FOV in mind, so it is
//! generally *fixed* and cannot be changed by a player. The world model, on the other hand, should
//! be able to change its FOV to accommodate the player's preferences for the following reasons:
//! - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help.
//! - *Tactical preference*: Does the player want to see more of the battlefield?
//! Or have a more zoomed-in view for precision aiming?
//! - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV?
//! Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen?
//!
//! ## Implementation
//!
//! The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed
//! FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player.
//!
//! We use different `RenderLayers` to select what to render.
//!
//! - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0.
//! All static objects in the scene are also on layer 0 for the same reason.
//! - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects
//! explicitly assigned to layer 1. The arm of the player is one such object.
//! The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model.
//! - The light source in the scene must illuminate both the view model and the world model, so it is
//! assigned to both layers 0 and 1.
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:---------------------|:--------------|
//! | mouse | Look around |
//! | arrow up | Decrease FOV |
//! | arrow down | Increase FOV |
use std::f32::consts::FRAC_PI_2;
use bevy::{
color::palettes::tailwind, input::mouse::AccumulatedMouseMotion, pbr::NotShadowCaster,
prelude::*, render::view::RenderLayers,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(
Startup,
(
spawn_view_model,
spawn_world_model,
spawn_lights,
spawn_text,
),
)
.add_systems(Update, (move_player, change_fov))
.run();
}
#[derive(Debug, Component)]
struct Player;
#[derive(Debug, Component, Deref, DerefMut)]
struct CameraSensitivity(Vec2);
impl Default for CameraSensitivity {
fn default() -> Self {
Self(
// These factors are just arbitrary mouse sensitivity values.
// It's often nicer to have a faster horizontal sensitivity than vertical.
// We use a component for them so that we can make them user-configurable at runtime
// for accessibility reasons.
// It also allows you to inspect them in an editor if you `Reflect` the component.
Vec2::new(0.003, 0.002),
)
}
}
#[derive(Debug, Component)]
struct WorldModelCamera;
/// Used implicitly by all entities without a `RenderLayers` component.
/// Our world model camera and all objects other than the player are on this layer.
/// The light source belongs to both layers.
const DEFAULT_RENDER_LAYER: usize = 0;
/// Used by the view model camera and the player's arm.
/// The light source belongs to both layers.
const VIEW_MODEL_RENDER_LAYER: usize = 1;
fn spawn_view_model(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let arm = meshes.add(Cuboid::new(0.1, 0.1, 0.5));
let arm_material = materials.add(Color::from(tailwind::TEAL_200));
commands
.spawn((
Player,
CameraSensitivity::default(),
Transform::from_xyz(0.0, 1.0, 0.0),
Visibility::default(),
))
.with_children(|parent| {
parent.spawn((
WorldModelCamera,
Camera3d::default(),
Projection::from(PerspectiveProjection {
fov: 90.0_f32.to_radians(),
..default()
}),
));
// Spawn view model camera.
parent.spawn((
Camera3d::default(),
Camera {
// Bump the order to render on top of the world model.
order: 1,
..default()
},
Projection::from(PerspectiveProjection {
fov: 70.0_f32.to_radians(),
..default()
}),
// Only render objects belonging to the view model.
RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
));
// Spawn the player's right arm.
parent.spawn((
Mesh3d(arm),
MeshMaterial3d(arm_material),
Transform::from_xyz(0.2, -0.1, -0.25),
// Ensure the arm is only rendered by the view model camera.
RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
// The arm is free-floating, so shadows would look weird.
NotShadowCaster,
));
});
}
fn spawn_world_model(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let floor = meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(10.0)));
let cube = meshes.add(Cuboid::new(2.0, 0.5, 1.0));
let material = materials.add(Color::WHITE);
// The world model camera will render the floor and the cubes spawned in this system.
// Assigning no `RenderLayers` component defaults to layer 0.
commands.spawn((Mesh3d(floor), MeshMaterial3d(material.clone())));
commands.spawn((
Mesh3d(cube.clone()),
MeshMaterial3d(material.clone()),
Transform::from_xyz(0.0, 0.25, -3.0),
));
commands.spawn((
Mesh3d(cube),
MeshMaterial3d(material),
Transform::from_xyz(0.75, 1.75, 0.0),
));
}
fn spawn_lights(mut commands: Commands) {
commands.spawn((
PointLight {
color: Color::from(tailwind::ROSE_300),
shadows_enabled: true,
..default()
},
Transform::from_xyz(-2.0, 4.0, -0.75),
// The light source illuminates both the world model and the view model.
RenderLayers::from_layers(&[DEFAULT_RENDER_LAYER, VIEW_MODEL_RENDER_LAYER]),
));
}
fn spawn_text(mut commands: Commands) {
commands
.spawn(Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
})
.with_child(Text::new(concat!(
"Move the camera with your mouse.\n",
"Press arrow up to decrease the FOV of the world model.\n",
"Press arrow down to increase the FOV of the world model."
)));
}
fn move_player(
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
player: Single<(&mut Transform, &CameraSensitivity), With<Player>>,
) {
let (mut transform, camera_sensitivity) = player.into_inner();
let delta = accumulated_mouse_motion.delta;
if delta != Vec2::ZERO {
// Note that we are not multiplying by delta_time here.
// The reason is that for mouse movement, we already get the full movement that happened since the last frame.
// This means that if we multiply by delta_time, we will get a smaller rotation than intended by the user.
// This situation is reversed when reading e.g. analog input from a gamepad however, where the same rules
// as for keyboard input apply. Such an input should be multiplied by delta_time to get the intended rotation
// independent of the framerate.
let delta_yaw = -delta.x * camera_sensitivity.x;
let delta_pitch = -delta.y * camera_sensitivity.y;
let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
let yaw = yaw + delta_yaw;
// If the pitch was ±¹⁄₂ π, the camera would look straight up or down.
// When the user wants to move the camera back to the horizon, which way should the camera face?
// The camera has no way of knowing what direction was "forward" before landing in that extreme position,
// so the direction picked will for all intents and purposes be arbitrary.
// Another issue is that for mathematical reasons, the yaw will effectively be flipped when the pitch is at the extremes.
// To not run into these issues, we clamp the pitch to a safe range.
const PITCH_LIMIT: f32 = FRAC_PI_2 - 0.01;
let pitch = (pitch + delta_pitch).clamp(-PITCH_LIMIT, PITCH_LIMIT);
transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
}
}
fn change_fov(
input: Res<ButtonInput<KeyCode>>,
mut world_model_projection: Single<&mut Projection, With<WorldModelCamera>>,
) {
let Projection::Perspective(perspective) = world_model_projection.as_mut() else {
unreachable!(
"The `Projection` component was explicitly built with `Projection::Perspective`"
);
};
if input.pressed(KeyCode::ArrowUp) {
perspective.fov -= 1.0_f32.to_radians();
perspective.fov = perspective.fov.max(20.0_f32.to_radians());
}
if input.pressed(KeyCode::ArrowDown) {
perspective.fov += 1.0_f32.to_radians();
perspective.fov = perspective.fov.min(160.0_f32.to_radians());
}
}

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//! Shows how to zoom orthographic and perspective projection cameras.
use std::{f32::consts::PI, ops::Range};
use bevy::{input::mouse::AccumulatedMouseScroll, prelude::*, render::camera::ScalingMode};
#[derive(Debug, Resource)]
struct CameraSettings {
/// The height of the viewport in world units when the orthographic camera's scale is 1
pub orthographic_viewport_height: f32,
/// Clamp the orthographic camera's scale to this range
pub orthographic_zoom_range: Range<f32>,
/// Multiply mouse wheel inputs by this factor when using the orthographic camera
pub orthographic_zoom_speed: f32,
/// Clamp perspective camera's field of view to this range
pub perspective_zoom_range: Range<f32>,
/// Multiply mouse wheel inputs by this factor when using the perspective camera
pub perspective_zoom_speed: f32,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(CameraSettings {
orthographic_viewport_height: 5.,
// In orthographic projections, we specify camera scale relative to a default value of 1,
// in which one unit in world space corresponds to one pixel.
orthographic_zoom_range: 0.1..10.0,
// This value was hand-tuned to ensure that zooming in and out feels smooth but not slow.
orthographic_zoom_speed: 0.2,
// Perspective projections use field of view, expressed in radians. We would
// normally not set it to more than π, which represents a 180° FOV.
perspective_zoom_range: (PI / 5.)..(PI - 0.2),
// Changes in FOV are much more noticeable due to its limited range in radians
perspective_zoom_speed: 0.05,
})
.add_systems(Startup, (setup, instructions))
.add_systems(Update, (switch_projection, zoom))
.run();
}
/// Set up a simple 3D scene
fn setup(
asset_server: Res<AssetServer>,
camera_settings: Res<CameraSettings>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Name::new("Camera"),
Camera3d::default(),
Projection::from(OrthographicProjection {
// We can set the scaling mode to FixedVertical to keep the viewport height constant as its aspect ratio changes.
// The viewport height is the height of the camera's view in world units when the scale is 1.
scaling_mode: ScalingMode::FixedVertical {
viewport_height: camera_settings.orthographic_viewport_height,
},
// This is the default value for scale for orthographic projections.
// To zoom in and out, change this value, rather than `ScalingMode` or the camera's position.
scale: 1.,
..OrthographicProjection::default_3d()
}),
Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Name::new("Plane"),
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.3, 0.5, 0.3),
// Turning off culling keeps the plane visible when viewed from beneath.
cull_mode: None,
..default()
})),
));
commands.spawn((
Name::new("Fox"),
SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
),
// Note: the scale adjustment is purely an accident of our fox model, which renders
// HUGE unless mitigated!
Transform::from_translation(Vec3::splat(0.0)).with_scale(Vec3::splat(0.025)),
));
commands.spawn((
Name::new("Light"),
PointLight::default(),
Transform::from_xyz(3.0, 8.0, 5.0),
));
}
fn instructions(mut commands: Commands) {
commands.spawn((
Name::new("Instructions"),
Text::new(
"Scroll mouse wheel to zoom in/out\n\
Space: switch between orthographic and perspective projections",
),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.),
left: Val::Px(12.),
..default()
},
));
}
fn switch_projection(
mut camera: Single<&mut Projection, With<Camera>>,
camera_settings: Res<CameraSettings>,
keyboard_input: Res<ButtonInput<KeyCode>>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
// Switch projection type
**camera = match **camera {
Projection::Orthographic(_) => Projection::Perspective(PerspectiveProjection {
fov: camera_settings.perspective_zoom_range.start,
..default()
}),
Projection::Perspective(_) => Projection::Orthographic(OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical {
viewport_height: camera_settings.orthographic_viewport_height,
},
..OrthographicProjection::default_3d()
}),
_ => return,
}
}
}
fn zoom(
camera: Single<&mut Projection, With<Camera>>,
camera_settings: Res<CameraSettings>,
mouse_wheel_input: Res<AccumulatedMouseScroll>,
) {
// Usually, you won't need to handle both types of projection,
// but doing so makes for a more complete example.
match *camera.into_inner() {
Projection::Orthographic(ref mut orthographic) => {
// We want scrolling up to zoom in, decreasing the scale, so we negate the delta.
let delta_zoom = -mouse_wheel_input.delta.y * camera_settings.orthographic_zoom_speed;
// When changing scales, logarithmic changes are more intuitive.
// To get this effect, we add 1 to the delta, so that a delta of 0
// results in no multiplicative effect, positive values result in a multiplicative increase,
// and negative values result in multiplicative decreases.
let multiplicative_zoom = 1. + delta_zoom;
orthographic.scale = (orthographic.scale * multiplicative_zoom).clamp(
camera_settings.orthographic_zoom_range.start,
camera_settings.orthographic_zoom_range.end,
);
}
Projection::Perspective(ref mut perspective) => {
// We want scrolling up to zoom in, decreasing the scale, so we negate the delta.
let delta_zoom = -mouse_wheel_input.delta.y * camera_settings.perspective_zoom_speed;
// Adjust the field of view, but keep it within our stated range.
perspective.fov = (perspective.fov + delta_zoom).clamp(
camera_settings.perspective_zoom_range.start,
camera_settings.perspective_zoom_range.end,
);
}
_ => (),
}
}