PixSpace/src/offaxis.rs

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Rust
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use bevy::prelude::*;
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use bevy::render::camera::{Camera, CameraProjection};
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use bevy::render::primitives::Frustum;
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use bevy::render::view::VisibleEntities;
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#[derive(Component, Debug, Clone, Reflect)]
#[reflect(Component, Default)]
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pub struct OffAxisProjection {
near: f32,
pub far: f32,
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aspect: f32,
}
impl CameraProjection for OffAxisProjection {
fn get_projection_matrix(&self) -> Mat4 {
println!("Here we go! {:?}",self);
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Mat4::orthographic_rh(-self.aspect, self.aspect, -1.0, 1.0, self.near, self.far)
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}
// what to do on window resize
fn update(&mut self, width: f32, height: f32) {
self.aspect = width / height;
}
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// fn depth_calculation(&self) -> DepthCalculation {
// // for 2D (camera doesn't rotate)
// DepthCalculation::ZDifference
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// // otherwise
// //DepthCalculation::Distance
// }
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fn far(&self) -> f32 {
self.far
}
}
impl Default for OffAxisProjection {
fn default() -> Self {
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Self {
near: 0.0,
far: 1000.0,
aspect: 1.0,
}
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}
}
pub fn offaxis_camera_setup(mut commands: Commands) {
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print!("Setup {0}", line!());
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// We need all the components that Bevy's built-in camera bundles would add
let projection = OffAxisProjection::default();
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println!("Setup {0}", line!());
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// position the camera like bevy would do by default for 2D:
let transform = Transform::from_xyz(0.0, 0.0, projection.far - 0.1);
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// frustum construction code copied from Bevy
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let view_projection = projection.get_projection_matrix() * transform.compute_matrix().inverse();
let frustum = Frustum::from_view_projection(
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&view_projection,
&transform.translation,
&transform.back(),
projection.far,
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);
print!("Setup {0}\n", line!());
commands.spawn((
bevy::render::camera::CameraRenderGraph::new(bevy::core_pipeline::core_3d::graph::NAME),
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projection,
frustum,
transform,
GlobalTransform::default(),
VisibleEntities::default(),
Camera::default(),
Camera3d::default()
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));
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println!("Setup {0}\t{1}\n", line!(), file!());
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}
// fn main() {
// // need to add a bevy-internal camera system to update
// // the projection on window resizing
// use bevy::render::camera::camera_system;
// App::new()
// .add_plugins(DefaultPlugins)
// .add_startup_system(setup)
// .add_system_to_stage(
// CoreStage::PostUpdate,
// camera_system::<SimpleOrthoProjection>,
// )
// .run();
// }