WiP
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5 changed files with 727 additions and 546 deletions
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@ -1,8 +1,8 @@
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use bevy::prelude::*;
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// use bevy::render::primitives::Frustum;
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use bevy::render::camera::{Camera, CameraProjection, DepthCalculation};
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// use bevy::render::view::VisibleEntities;
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use bevy::render::primitives::Frustum;
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use bevy::render::camera::{Camera, CameraProjection};
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use bevy::render::view::VisibleEntities;
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#[derive(Component)]
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pub struct OffAxisProjection {
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@ -24,13 +24,13 @@ impl CameraProjection for OffAxisProjection {
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self.aspect = width / height;
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}
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fn depth_calculation(&self) -> DepthCalculation {
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// for 2D (camera doesn't rotate)
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DepthCalculation::ZDifference
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// fn depth_calculation(&self) -> DepthCalculation {
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// // for 2D (camera doesn't rotate)
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// DepthCalculation::ZDifference
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// otherwise
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//DepthCalculation::Distance
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}
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// // otherwise
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// //DepthCalculation::Distance
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// }
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fn far(&self) -> f32 {
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self.far
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@ -44,27 +44,35 @@ impl Default for OffAxisProjection {
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}
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pub fn 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
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let projection = OffAxisProjection::default();
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let camera = Camera {
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// near: projection.near,
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// far: projection.far,
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..default()
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};
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/*
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print!("Setup {0}",line!());
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// position the camera like bevy would do by default for 2D:
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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 =
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projection.get_projection_matrix() * transform.compute_matrix().inverse();
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let frustum = Frustum::from_view_projection(
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let frustum = Frustum::from_view_projection(
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&view_projection,
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&transform.translation,
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&transform.back(),
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projection.far,
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);
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);
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print!("Setup {0}",line!());
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commands.spawn_bundle((
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camera,
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projection,
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@ -72,11 +80,12 @@ pub fn camera_setup(mut commands: Commands) {
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VisibleEntities::default(),
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transform,
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GlobalTransform::default(),
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Camera2d,
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// Camera2d,
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)
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);
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*/
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print!("Setup {0}",line!());
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}
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// fn main() {
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