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.
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_plugin(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:
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
+FpsCameraBundle
- WASD: Translate on the XZ plane
- Shift/Space: Translate along the Y axis
- Mouse: Rotate camera
-
OrbitCameraPlugin
+OrbitCameraBundle
- CTRL + mouse drag: Rotate camera
- Right mouse drag: Pan camera
- Mouse wheel: Zoom
-
UnrealCameraPlugin
+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