trying out custom projection code
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91
src/offaxis.rs
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91
src/offaxis.rs
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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, Camera2d, CameraProjection, DepthCalculation};
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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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near: f32,
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far: f32,
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aspect: f32,
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}
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impl CameraProjection for OffAxisProjection {
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fn get_projection_matrix(&self) -> Mat4 {
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Mat4::orthographic_rh(
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-self.aspect, self.aspect, -1.0, 1.0, self.near, self.far
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)
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}
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// what to do on window resize
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fn update(&mut self, width: f32, height: f32) {
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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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// 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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}
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}
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impl Default for OffAxisProjection {
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fn default() -> Self {
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Self { near: 0.0, far: 1000.0, aspect: 1.0 }
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}
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}
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pub fn camera_setup(mut commands: Commands) {
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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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// 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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&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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commands.spawn_bundle((
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camera,
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projection,
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frustum,
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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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));
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}
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// fn main() {
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// // need to add a bevy-internal camera system to update
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// // the projection on window resizing
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// use bevy::render::camera::camera_system;
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// App::new()
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// .add_plugins(DefaultPlugins)
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// .add_startup_system(setup)
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// .add_system_to_stage(
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// CoreStage::PostUpdate,
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// camera_system::<SimpleOrthoProjection>,
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// )
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// .run();
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// }
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