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custom_projection.rs
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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),
));
}