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https://github.com/bonsairobo/smooth-bevy-cameras

Bevy camera controllers with buttery, exponential smoothing.
https://github.com/bonsairobo/smooth-bevy-cameras

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Bevy camera controllers with buttery, exponential smoothing.

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# smooth-bevy-cameras

[![crates.io](https://img.shields.io/crates/v/smooth_bevy_cameras)](https://crates.io/crates/smooth_bevy_cameras)
[![docs.rs](https://docs.rs/smooth-bevy-cameras/badge.svg)](https://docs.rs/smooth-bevy-cameras)

A collection of exponentially-smoothed camera controllers for the Bevy
Engine.

## Look Transform

All controllers are based on a [`LookTransform`] component, which is just an
`eye` point that looks at a `target` point. By modifying this component, the
scene graph `Transform` will automatically be synchronized.

Any entities with all of `Transform`, LookTransform, and [`Smoother`]
components will automatically have their `Transform` smoothed. Smoothing
will have no effect on the `LookTransform`, only the final `Transform` in
the scene graph.

```rust
use bevy::prelude::*;
use smooth_bevy_cameras::{LookTransform, LookTransformBundle, LookTransformPlugin, Smoother};

fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Enables the system that synchronizes your `Transform`s and `LookTransform`s.
.add_plugins(LookTransformPlugin)
.add_startup_system(setup)
.add_system(move_camera_system);
}

fn setup(mut commands: Commands) {
let eye = Vec3::default();
let target = Vec3::default();

commands
.spawn(LookTransformBundle {
transform: LookTransform::new(eye, target),
smoother: Smoother::new(0.9), // Value between 0.0 and 1.0, higher is smoother.
})
.insert_bundle(Camera3dBundle::default());

}

fn move_camera_system(mut cameras: Query<&mut LookTransform>) {
// Later, another system will update the `Transform` and apply smoothing automatically.
for mut c in cameras.iter_mut() { c.target += Vec3::new(1.0, 1.0, 1.0); }
}
```

## Look Angles

When implementing a camera controller, it's often useful to work directly
with the angles (pitch and yaw) of your look direction. You can do this with
the [`LookAngles`] type:

```rust
use bevy::prelude::*;
use smooth_bevy_cameras::{
LookAngles,
LookTransform
};

fn look_angles(mut transform: LookTransform, delta: Vec2) {
let mut angles = LookAngles::from_vector(transform.look_direction().unwrap());
angles.add_pitch(delta.y);
angles.add_yaw(delta.x);
// Third-person.
transform.eye = transform.target + 1.0 * transform.radius() * angles.unit_vector();
// First-person.
// transform.target = transform.eye + 1.0 * transform.radius() * angles.unit_vector();
}
```

This is how the built-in controllers implement rotation controls.

## Built-In Controllers

These plugins depend on the [`LookTransformPlugin`]:

- [`FpsCameraPlugin`](crate::controllers::fps::FpsCameraPlugin) +
[`FpsCameraBundle`](crate::controllers::fps::FpsCameraBundle)
- WASD: Translate on the XZ plane
- Shift/Space: Translate along the Y axis
- Mouse: Rotate camera
- [`OrbitCameraPlugin`](crate::controllers::orbit::OrbitCameraPlugin) +
[`OrbitCameraBundle`](crate::controllers::orbit::OrbitCameraBundle)
- CTRL + mouse drag: Rotate camera
- Right mouse drag: Pan camera
- Mouse wheel: Zoom
- [`UnrealCameraPlugin`](crate::controllers::unreal::UnrealCameraPlugin) +
[`UnrealCameraBundle`](crate::controllers::unreal::UnrealCameraBundle)

Best use: hold Right mouse button to orbit the view while using WASD to
navigate in the scene, using scroll wheel to accelerate/decelerate.
- Left mouse drag: Locomotion
- Right mouse drag: Rotate camera
- Left and Right or Middle mouse drag: Pan camera
- While holding any mouse button, use A/D for panning left/right, Q/E for
panning up/down
- While holding any mouse button, use W/S for locomotion forward/backward
- While holding any mouse button, use scroll wheel to increase/decrease
locomotion and panning speeds
- While holding no mouse button, use scroll wheel for locomotion
forward/backward

License: MIT