Camera controller, basic test scene

This commit is contained in:
Danny McGee
2023-09-27 23:15:19 -04:00
parent 9482cfb794
commit a60d86f2d2
7 changed files with 333 additions and 4 deletions
Generated
+1
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@@ -1803,6 +1803,7 @@ name = "hello-world"
version = "0.1.0"
dependencies = [
"bevy",
"console_error_panic_hook",
]
[[package]]
+3
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@@ -8,6 +8,9 @@ edition = "2021"
[dependencies]
bevy = { workspace = true }
[target.'cfg(target_family = "wasm")'.dependencies]
console_error_panic_hook = "0.1.7"
[target.'cfg(not(target_family = "wasm"))'.dependencies.bevy]
workspace = true
features = ["dynamic_linking"]
@@ -0,0 +1,49 @@
// TODO: Figure out how many of these imports we actually need
#import bevy_pbr::mesh_view_bindings
#import bevy_pbr::mesh_bindings
#import bevy_pbr::mesh_functions
#import bevy_pbr::prepass_utils
#import bevy_pbr::mesh_vertex_output MeshVertexOutput
fn inv_lerp(a: f32, b: f32, v: f32) -> f32 {
if (a == b) { return 1.0; }
return (v - a) / (b - a);
}
fn grid_lines(pos: vec4<f32>, depth: f32, scale: f32, depth_min: f32, depth_max: f32) -> f32 {
let ref_coords = abs(pos) * scale;
// TODO: `modf` no longer takes a pointer as its second argument, but that
// change is not yet reflected in the Naga version used at time of writing.
// When Bevy updates its Naga dependency, this will need to be updated:
// ```
// let fracs = modf(ref_coords).fract;
// ```
// Reference: https://www.w3.org/TR/2023/WD-WGSL-20230927/#modf-builtin
var wholes = vec4<f32>(0.0, 0.0, 0.0, 0.0);
modf(ref_coords, &wholes);
let fracs = ref_coords - wholes;
let thickness = (0.0333 * scale) / (depth * 100.0);
var x = smoothstep(0.0, thickness, fracs.x);
var z = smoothstep(0.0, thickness, fracs.z);
let value = 1.0 - saturate(x * z);
let mask = inv_lerp(depth_min, depth_max, depth);
return saturate(value * mask);
}
@fragment
fn fragment(in: MeshVertexOutput) -> @location(0) vec4<f32> {
let depth = in.position.z;
let pos = in.world_position;
let dense = grid_lines(pos, depth, 1.0, 0.0001, 0.01);
let sparse = grid_lines(pos, depth, 0.1, 0.00005, 0.005);
return vec4<f32>(1.0, 1.0, 1.0, 1.0) * 0.5 * saturate(dense + sparse);
}
+29 -2
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@@ -1,14 +1,41 @@
use bevy::prelude::*;
mod orbit_cam;
mod people;
mod test_scene;
use orbit_cam::{OrbitCam, OrbitCamPlugin};
use test_scene::TestScenePlugin;
fn main() {
#[cfg(target_arch = "wasm32")]
console_error_panic_hook::set_once();
App::new()
.add_plugins((DefaultPlugins, people::Plugin))
.add_plugins((
DefaultPlugins,
people::Plugin,
OrbitCamPlugin,
TestScenePlugin,
))
.add_systems(Startup, hello_world)
.add_systems(Update, draw_world_axes.after(orbit_cam::pan_orbit_camera))
.run();
}
fn hello_world() {
println!("Hello, world!");
info!("Hello, world!");
}
fn draw_world_axes(mut gizmos: Gizmos, q: Query<&OrbitCam>) {
let &OrbitCam { focus, radius, .. } = q.single();
let mut draw_axis = |direction: Vec3, color: Color| {
let end = focus + direction * radius / 15.;
gizmos.line(focus, end, color);
};
draw_axis(Vec3::X, Color::RED);
draw_axis(Vec3::Y, Color::GREEN);
draw_axis(Vec3::Z, Color::BLUE);
}
+169
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@@ -0,0 +1,169 @@
use std::f32::consts;
use bevy::{
core_pipeline::prepass::{DepthPrepass, NormalPrepass},
input::mouse::{MouseButton, MouseMotion},
prelude::*,
window::PrimaryWindow,
};
pub struct OrbitCamPlugin;
impl Plugin for OrbitCamPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_camera)
.add_systems(Update, pan_orbit_camera);
}
}
#[derive(Component)]
pub struct OrbitCam {
pub focus: Vec3,
pub radius: f32,
pub upside_down: bool,
}
impl OrbitCam {
// TODO: Make these configurable
const ORBIT_BTN: MouseButton = MouseButton::Left;
const PAN_BTN: MouseButton = MouseButton::Middle;
const ZOOM_BTN: MouseButton = MouseButton::Right;
}
impl Default for OrbitCam {
fn default() -> Self {
Self {
focus: Vec3::ZERO,
radius: 10.0,
upside_down: false,
}
}
}
enum ControlMode {
Orbit,
Pan,
Zoom,
}
fn spawn_camera(mut cmd: Commands) {
let camera_xform = Transform::from_xyz(-2.5, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y);
cmd.spawn((
Camera3dBundle {
transform: camera_xform,
..default()
},
DepthPrepass,
NormalPrepass,
OrbitCam {
radius: camera_xform.translation.length(),
..default()
},
));
}
pub fn pan_orbit_camera(
window: Query<&Window, With<PrimaryWindow>>,
mut mouse_motion: EventReader<MouseMotion>,
mouse_buttons: Res<Input<MouseButton>>,
keyboard: Res<Input<KeyCode>>,
mut camera: Query<(&mut OrbitCam, &mut Transform, &Projection)>,
) {
if !(keyboard.pressed(KeyCode::AltLeft) || keyboard.pressed(KeyCode::AltRight)) {
return;
}
let (mut orbit, mut xform, proj) = camera.single_mut();
if mouse_buttons.just_pressed(OrbitCam::ORBIT_BTN)
|| mouse_buttons.just_released(OrbitCam::ORBIT_BTN)
{
orbit.upside_down = xform.up().y <= 0.0;
}
let control_mode = if mouse_buttons.pressed(OrbitCam::ORBIT_BTN) {
ControlMode::Orbit
} else if mouse_buttons.pressed(OrbitCam::ZOOM_BTN) {
ControlMode::Zoom
} else if mouse_buttons.pressed(OrbitCam::PAN_BTN) {
ControlMode::Pan
} else {
return;
};
let window = window.single();
let mouse_delta = mouse_motion
.into_iter()
.fold(Vec2::ZERO, |accum, current| accum + current.delta);
match control_mode {
ControlMode::Orbit => {
do_orbit(window, mouse_delta, &mut xform, &orbit);
}
ControlMode::Pan => {
do_pan(proj, window, mouse_delta, &mut xform, &mut orbit);
}
ControlMode::Zoom => {
let delta = (mouse_delta.y * 1.5) / window.height();
orbit.radius -= orbit.radius * delta;
xform.translation = orbit.focus + xform.back() * orbit.radius;
}
}
}
#[inline]
fn do_orbit(win: &Window, mouse_delta: Vec2, xform: &mut Transform, orbit: &OrbitCam) {
// Translate to origin
xform.translation += xform.forward() * orbit.radius;
// Calculate rotation
let delta_x = {
let delta = mouse_delta.x / win.width() * consts::PI * 2.0;
match orbit.upside_down {
true => -delta,
false => delta,
}
};
let delta_y = mouse_delta.y / win.height() * consts::PI;
let yaw = Quat::from_rotation_y(-delta_x);
let pitch = Quat::from_rotation_x(-delta_y);
// Rotate around global Y and local X
xform.rotation = yaw * xform.rotation;
xform.rotation *= pitch;
// Translate back to the original position
xform.translation += xform.back() * orbit.radius;
}
#[inline]
fn do_pan(
proj: &Projection,
win: &Window,
mouse_delta: Vec2,
xform: &mut Transform,
orbit: &mut OrbitCam,
) {
// Normalize the pan distance with respect to the window resolution
let pan = match proj {
Projection::Perspective(p) => {
mouse_delta
* Vec2 {
x: (p.fov * p.aspect_ratio) / win.width(),
y: p.fov / win.height(),
}
}
_ => mouse_delta,
};
// Pan along local XY plane, with the distance scaled by the radius
let up = xform.up();
let left = xform.left();
let delta = (pan.y * up + pan.x * left) * orbit.radius * 0.8;
// Update camera translation and focus point
xform.translation += delta;
orbit.focus += delta;
}
+4 -2
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@@ -1,7 +1,9 @@
use std::time::Duration;
use bevy::{
prelude::{App, Commands, Component, Query, Res, ResMut, Resource, Startup, Update, With},
prelude::{
info, App, Commands, Component, Query, Res, ResMut, Resource, Startup, Update, With,
},
time::{Time, TimerMode},
};
@@ -48,7 +50,7 @@ fn startup(mut cmds: Commands) {
fn greet(time: Res<Time>, mut timer: ResMut<Timer>, q: Query<&Name, With<Person>>) {
if timer.tick(time.delta()).just_finished() {
for name in &q {
println!("Hello, {}!", name.0);
info!("Hello, {}!", name.0);
}
}
}
+78
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@@ -0,0 +1,78 @@
use bevy::{
pbr::NotShadowCaster,
prelude::*,
reflect::{TypePath, TypeUuid},
render::render_resource::{AsBindGroup, ShaderRef},
};
pub struct TestScenePlugin;
impl Plugin for TestScenePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(ClearColor(Color::hsl(0.0, 0.0, 0.25)))
.add_plugins(MaterialPlugin::<ProceduralGridMaterial> {
prepass_enabled: true,
..default()
})
.add_systems(Startup, spawn_scene);
}
}
fn spawn_scene(
mut cmd: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut std_mats: ResMut<Assets<StandardMaterial>>,
mut mat_proc_grid: ResMut<Assets<ProceduralGridMaterial>>,
) {
let mut light_xform = Transform::IDENTITY;
light_xform.rotation = Quat::from_rotation_y(f32::to_radians(-70.0)) * light_xform.rotation;
light_xform.rotation *= Quat::from_rotation_x(f32::to_radians(-60.0));
cmd.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 25_000.0,
shadows_enabled: true,
..default()
},
transform: light_xform,
..default()
});
// Cube
cmd.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: std_mats.add(StandardMaterial {
base_color: Color::SILVER,
..default()
}),
transform: Transform::IDENTITY,
..default()
});
// Plane
cmd.spawn((
MaterialMeshBundle {
mesh: meshes.add(Mesh::from(shape::Plane {
size: 10_000.0,
subdivisions: 0,
})),
material: mat_proc_grid.add(ProceduralGridMaterial {}),
..default()
},
NotShadowCaster,
));
}
#[derive(AsBindGroup, Clone, TypePath, TypeUuid)]
#[uuid = "CE331A13-F247-4F5B-A75E-670B2BD5776A"]
struct ProceduralGridMaterial {}
impl Material for ProceduralGridMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/procedural_grid.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
AlphaMode::Blend
}
}