use bevy::prelude::*; use bevy::render::camera::{Camera, CameraProjection}; use bevy::render::primitives::Frustum; use bevy::render::view::VisibleEntities; use crate::screeninfo::ScreenInfo; #[derive(Component, Debug, Clone, Reflect)] #[reflect(Component, Default)] pub struct OffAxisProjection { near: f32, pub far: f32, aspect: f32, } impl CameraProjection for OffAxisProjection { fn get_projection_matrix(&self) -> Mat4 { println!("Here we go! {:?}",self); Mat4::orthographic_rh(-self.aspect, self.aspect, -1.0, 1.0, self.near, self.far) } // what to do on window resize fn update(&mut self, width: f32, height: f32) { self.aspect = width / height; } fn far(&self) -> f32 { self.far } } impl Default for OffAxisProjection { fn default() -> Self { Self { near: 0.0, far: 1000.0, aspect: 1.0, } } } pub fn offaxis_camera_setup(mut commands: Commands) { let projection = OffAxisProjection::default(); // position the camera like bevy would do by default for 2D: let transform = Transform::from_xyz(0.0, 0.0, projection.far - 0.1); // frustum construction code copied from Bevy let view_projection = projection.get_projection_matrix() * transform.compute_matrix().inverse(); let frustum = Frustum::from_view_projection( &view_projection, &transform.translation, &transform.back(), projection.far, ); commands.spawn(( bevy::render::camera::CameraRenderGraph::new(bevy::core_pipeline::core_3d::graph::NAME), projection, frustum, transform, GlobalTransform::default(), VisibleEntities::default(), Camera::default(), Camera3d::default(), ScreenInfo::default() )); }