pub struct Camera {
pub viewport: Option<Viewport>,
pub order: isize,
pub is_active: bool,
pub computed: ComputedCameraValues,
pub target: RenderTarget,
pub output_mode: CameraOutputMode,
pub msaa_writeback: bool,
pub clear_color: ClearColorConfig,
pub sub_camera_view: Option<SubCameraView>,
}
Expand description
The defining Component
for camera entities,
storing information about how and what to render through this camera.
The Camera
component is added to an entity to define the properties of the viewpoint from
which rendering occurs. It defines the position of the view to render, the projection method
to transform the 3D objects into a 2D image, as well as the render target into which that image
is produced.
Note that a Camera
needs a CameraRenderGraph
to render anything.
This is typically provided by adding a Camera2d
or Camera3d
component,
but custom render graphs can also be defined. Inserting a Camera
with no render
graph will emit an error at runtime.
Fields§
§viewport: Option<Viewport>
If set, this camera will render to the given Viewport
rectangle within the configured RenderTarget
.
order: isize
Cameras with a higher order are rendered later, and thus on top of lower order cameras.
is_active: bool
If this is set to true
, this camera will be rendered to its specified RenderTarget
. If false
, this
camera will not be rendered.
computed: ComputedCameraValues
Computed values for this camera, such as the projection matrix and the render target size.
target: RenderTarget
The “target” that this camera will render to.
output_mode: CameraOutputMode
The CameraOutputMode
for this camera.
msaa_writeback: bool
If this is enabled, a previous camera exists that shares this camera’s render target, and this camera has MSAA enabled, then the previous camera’s outputs will be written to the intermediate multi-sampled render target textures for this camera. This enables cameras with MSAA enabled to “write their results on top” of previous camera results, and include them as a part of their render results. This is enabled by default to ensure cameras with MSAA enabled layer their results in the same way as cameras without MSAA enabled by default.
clear_color: ClearColorConfig
The clear color operation to perform on the render target.
sub_camera_view: Option<SubCameraView>
If set, this camera will be a sub camera of a large view, defined by a SubCameraView
.
Implementations§
Source§impl Camera
impl Camera
Sourcepub fn to_logical(&self, physical_size: UVec2) -> Option<Vec2>
pub fn to_logical(&self, physical_size: UVec2) -> Option<Vec2>
Converts a physical size in this Camera
to a logical size.
Sourcepub fn physical_viewport_rect(&self) -> Option<URect>
pub fn physical_viewport_rect(&self) -> Option<URect>
The rendered physical bounds URect
of the camera. If the viewport
field is
set to Some
, this will be the rect of that custom viewport. Otherwise it will default to
the full physical rect of the current RenderTarget
.
Sourcepub fn logical_viewport_rect(&self) -> Option<Rect>
pub fn logical_viewport_rect(&self) -> Option<Rect>
The rendered logical bounds Rect
of the camera. If the viewport
field is set to
Some
, this will be the rect of that custom viewport. Otherwise it will default to the
full logical rect of the current RenderTarget
.
Sourcepub fn logical_viewport_size(&self) -> Option<Vec2>
pub fn logical_viewport_size(&self) -> Option<Vec2>
The logical size of this camera’s viewport. If the viewport
field is set to Some
, this
will be the size of that custom viewport. Otherwise it will default to the full logical size
of the current RenderTarget
.
For logic that requires the full logical size of the
RenderTarget
, prefer Camera::logical_target_size
.
Returns None
if either:
- the function is called just after the
Camera
is created, beforecamera_system
is executed, - the
RenderTarget
isn’t correctly set:- it references the
PrimaryWindow
when there is none, - it references a
Window
entity that doesn’t exist or doesn’t actually have aWindow
component, - it references an
Image
that doesn’t exist (invalid handle), - it references a
TextureView
that doesn’t exist (invalid handle).
- it references the
Sourcepub fn physical_viewport_size(&self) -> Option<UVec2>
pub fn physical_viewport_size(&self) -> Option<UVec2>
The physical size of this camera’s viewport (in physical pixels).
If the viewport
field is set to Some
, this
will be the size of that custom viewport. Otherwise it will default to the full physical size of
the current RenderTarget
.
For logic that requires the full physical size of the RenderTarget
, prefer Camera::physical_target_size
.
Sourcepub fn logical_target_size(&self) -> Option<Vec2>
pub fn logical_target_size(&self) -> Option<Vec2>
The full logical size of this camera’s RenderTarget
, ignoring custom viewport
configuration.
Note that if the viewport
field is Some
, this will not represent the size of the rendered area.
For logic that requires the size of the actually rendered area, prefer Camera::logical_viewport_size
.
Sourcepub fn physical_target_size(&self) -> Option<UVec2>
pub fn physical_target_size(&self) -> Option<UVec2>
The full physical size of this camera’s RenderTarget
(in physical pixels),
ignoring custom viewport
configuration.
Note that if the viewport
field is Some
, this will not represent the size of the rendered area.
For logic that requires the size of the actually rendered area, prefer Camera::physical_viewport_size
.
pub fn target_scaling_factor(&self) -> Option<f32>
Sourcepub fn clip_from_view(&self) -> Mat4
pub fn clip_from_view(&self) -> Mat4
The projection matrix computed using this camera’s Projection
.
Sourcepub fn world_to_viewport(
&self,
camera_transform: &GlobalTransform,
world_position: Vec3,
) -> Result<Vec2, ViewportConversionError>
pub fn world_to_viewport( &self, camera_transform: &GlobalTransform, world_position: Vec3, ) -> Result<Vec2, ViewportConversionError>
Given a position in world space, use the camera to compute the viewport-space coordinates.
To get the coordinates in Normalized Device Coordinates, you should use
world_to_ndc
.
§Panics
Will panic if glam_assert
is enabled and the camera_transform
contains NAN
(see world_to_ndc
).
Sourcepub fn world_to_viewport_with_depth(
&self,
camera_transform: &GlobalTransform,
world_position: Vec3,
) -> Result<Vec3, ViewportConversionError>
pub fn world_to_viewport_with_depth( &self, camera_transform: &GlobalTransform, world_position: Vec3, ) -> Result<Vec3, ViewportConversionError>
Given a position in world space, use the camera to compute the viewport-space coordinates and depth.
To get the coordinates in Normalized Device Coordinates, you should use
world_to_ndc
.
§Panics
Will panic if glam_assert
is enabled and the camera_transform
contains NAN
(see world_to_ndc
).
Sourcepub fn viewport_to_world(
&self,
camera_transform: &GlobalTransform,
viewport_position: Vec2,
) -> Result<Ray3d, ViewportConversionError>
pub fn viewport_to_world( &self, camera_transform: &GlobalTransform, viewport_position: Vec2, ) -> Result<Ray3d, ViewportConversionError>
Returns a ray originating from the camera, that passes through everything beyond viewport_position
.
The resulting ray starts on the near plane of the camera.
If the camera’s projection is orthographic the direction of the ray is always equal to camera_transform.forward()
.
To get the world space coordinates with Normalized Device Coordinates, you should use
ndc_to_world
.
§Example
fn system(camera_query: Single<(&Camera, &GlobalTransform)>, window: Single<&Window>) {
let (camera, camera_transform) = *camera_query;
if let Some(cursor_position) = window.cursor_position()
// Calculate a ray pointing from the camera into the world based on the cursor's position.
&& let Ok(ray) = camera.viewport_to_world(camera_transform, cursor_position)
{
println!("{ray:?}");
}
}
// Run the system after transform propagation so the camera's global transform is up-to-date.
app.add_systems(PostUpdate, system.after(TransformSystems::Propagate));
§Panics
Will panic if the camera’s projection matrix is invalid (has a determinant of 0) and
glam_assert
is enabled (see ndc_to_world
.
Sourcepub fn viewport_to_world_2d(
&self,
camera_transform: &GlobalTransform,
viewport_position: Vec2,
) -> Result<Vec2, ViewportConversionError>
pub fn viewport_to_world_2d( &self, camera_transform: &GlobalTransform, viewport_position: Vec2, ) -> Result<Vec2, ViewportConversionError>
Returns a 2D world position computed from a position on this Camera
’s viewport.
Useful for 2D cameras and other cameras with an orthographic projection pointing along the Z axis.
To get the world space coordinates with Normalized Device Coordinates, you should use
ndc_to_world
.
§Example
fn system(camera_query: Single<(&Camera, &GlobalTransform)>, window: Single<&Window>) {
let (camera, camera_transform) = *camera_query;
if let Some(cursor_position) = window.cursor_position()
// Calculate a world position based on the cursor's position.
&& let Ok(world_pos) = camera.viewport_to_world_2d(camera_transform, cursor_position)
{
println!("World position: {world_pos:.2}");
}
}
// Run the system after transform propagation so the camera's global transform is up-to-date.
app.add_systems(PostUpdate, system.after(TransformSystems::Propagate));
§Panics
Will panic if the camera’s projection matrix is invalid (has a determinant of 0) and
glam_assert
is enabled (see ndc_to_world
.
Sourcepub fn world_to_ndc<V>(
&self,
camera_transform: &GlobalTransform,
world_point: V,
) -> Option<V>
pub fn world_to_ndc<V>( &self, camera_transform: &GlobalTransform, world_point: V, ) -> Option<V>
Given a point in world space, use the camera’s viewport to compute the Normalized Device Coordinates of the point.
When the point is within the viewport the values returned will be between -1.0 (bottom left) and 1.0 (top right)
on the X and Y axes, and between 0.0 (far) and 1.0 (near) on the Z axis.
To get the coordinates in the render target’s viewport dimensions, you should use
world_to_viewport
.
Returns None
if the camera_transform
, the world_position
, or the projection matrix defined by
Projection
contain NAN
.
§Panics
Will panic if the camera_transform
contains NAN
and the glam_assert
feature is enabled.
Sourcepub fn ndc_to_world<V>(
&self,
camera_transform: &GlobalTransform,
ndc_point: V,
) -> Option<V>
pub fn ndc_to_world<V>( &self, camera_transform: &GlobalTransform, ndc_point: V, ) -> Option<V>
Given a position in Normalized Device Coordinates, use the camera’s viewport to compute the world space position.
When the position is within the viewport the values returned will be between -1.0 and 1.0 on the X and Y axes,
and between 0.0 and 1.0 on the Z axis.
To get the world space coordinates with the viewport position, you should use
world_to_viewport
.
Returns None
if the camera_transform
, the world_position
, or the projection matrix defined by
Projection
contain NAN
.
§Panics
Will panic if the projection matrix is invalid (has a determinant of 0) and glam_assert
is enabled.
Sourcepub fn depth_ndc_to_view_z(&self, ndc_depth: f32) -> f32
pub fn depth_ndc_to_view_z(&self, ndc_depth: f32) -> f32
Converts the depth in Normalized Device Coordinates to linear view z for perspective projections.
Note: Depth values in front of the camera will be negative as -z is forward
Sourcepub fn depth_ndc_to_view_z_2d(&self, ndc_depth: f32) -> f32
pub fn depth_ndc_to_view_z_2d(&self, ndc_depth: f32) -> f32
Converts the depth in Normalized Device Coordinates to linear view z for orthographic projections.
Note: Depth values in front of the camera will be negative as -z is forward
Trait Implementations§
Source§impl Component for Camera
Required Components: Frustum
, CameraMainTextureUsages
, VisibleEntities
, Transform
, Visibility
.
impl Component for Camera
Required Components: Frustum
, CameraMainTextureUsages
, VisibleEntities
, Transform
, Visibility
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
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_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
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fn clone_behavior() -> ComponentCloneBehavior
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Read moreSource§impl FromReflect for Camera
impl FromReflect for Camera
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Camera>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Camera>
Self
from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetTypeRegistration for Camera
impl GetTypeRegistration for Camera
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl PartialReflect for Camera
impl PartialReflect for Camera
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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
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fn reflect_owned(self: Box<Camera>) -> ReflectOwned
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self: Box<Camera>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Camera>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
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Source§impl Reflect for Camera
impl Reflect for Camera
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fn into_reflect(self: Box<Camera>) -> Box<dyn Reflect>
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fn as_reflect(&self) -> &(dyn Reflect + 'static)
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Source§impl Struct for Camera
impl Struct for Camera
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&mut self,
index: usize,
) -> Option<&mut (dyn PartialReflect + 'static)>
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from this struct.Source§fn get_represented_struct_info(&self) -> Option<&'static StructInfo>
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is not available.Source§impl TypePath for Camera
impl TypePath for Camera
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
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fn crate_name() -> Option<&'static str>
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impl Freeze for Camera
impl !RefUnwindSafe for Camera
impl Send for Camera
impl Sync for Camera
impl Unpin for Camera
impl !UnwindSafe for Camera
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impl<T, U> AsBindGroupShaderType<U> for T
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. When used in AsBindGroup
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