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Add example demonstrating how to zoom orthographic cameras #2580

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alice-i-cecile opened this issue Aug 1, 2021 · 7 comments · Fixed by #15092
Closed

Add example demonstrating how to zoom orthographic cameras #2580

alice-i-cecile opened this issue Aug 1, 2021 · 7 comments · Fixed by #15092
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A-Rendering Drawing game state to the screen C-Docs An addition or correction to our documentation D-Trivial Nice and easy! A great choice to get started with Bevy

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@alice-i-cecile
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How can Bevy's documentation be improved?

Zooming an orthographic camera is surprisingly tricky; unlike ordinary cameras moving them further away from the object doesn't cause the size of the objects displayed to change as all their projection is parallel.

@TheRawMeatball provided this initial solution in #help:

fn zoom_system(
    mut whl: EventReader<MouseWheel>,
    mut cam: Query<(&mut Transform, &mut OrthographicProjection), With<MainCamera>>,
    windows: Res<Windows>,
) {
    let delta_zoom: f32 = whl.iter().map(|e| e.y).sum();
    if delta_zoom == 0. {
        return;
    }

    let (mut pos, mut cam) = cam.single_mut().unwrap();

    let window = windows.get_primary().unwrap();
    let window_size = Vec2::new(window.width(), window.height());
    let mouse_normalized_screen_pos =
        (window.cursor_position().unwrap() / window_size) * 2. - Vec2::ONE;
    let mouse_world_pos = pos.translation.truncate()
        + mouse_normalized_screen_pos * Vec2::new(cam.right, cam.top) * cam.scale;

    cam.scale -= ZOOM_SPEED * delta_zoom * cam.scale;
    cam.scale = cam.scale.clamp(MIN_ZOOM, MAX_ZOOM);

    pos.translation = (mouse_world_pos
        - mouse_normalized_screen_pos * Vec2::new(cam.right, cam.top) * cam.scale)
        .extend(pos.translation.z);
}

This should be straightforward to verify and clean up. Adding panning or rotation might also be worth including in the same example.

@alice-i-cecile alice-i-cecile added C-Docs An addition or correction to our documentation D-Trivial Nice and easy! A great choice to get started with Bevy A-Rendering Drawing game state to the screen labels Aug 1, 2021
@Matthew-Maclean
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I think this should also note that if the scale is less than one then you may have to modify the far component on the projection, as per #239.

@BlackPhlox
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BlackPhlox commented Aug 1, 2021

@alice-i-cecile I also think zoom for PerspectiveProjection (3D View) might be good for consistency.
Here's the PerspectiveProjection version (Based on my bevy_config_cam implementation)

fn zoom_3d_system(
    mut whl: EventReader<MouseWheel>,
    mut query: Query<(&mut Camera, &mut PerspectiveProjection)>,
	windows: Res<Windows>,
){
    let delta_zoom: f32 = whl.iter().map(|e| e.y).sum();
    if delta_zoom == 0. {
        return;
    }

    let prim = windows.get_primary().unwrap();
    for (mut camera, mut project) in query.iter_mut() {
        project.fov = (project.fov - delta_zoom * 0.01).abs();
        
        //Calculate projection with new fov
        project.update(prim.width(), prim.height());

        //Update camera with the new fov
        camera.projection_matrix = project.get_projection_matrix();
        camera.depth_calculation = project.depth_calculation();

        println!("FOV: {:?}", project.fov);
    }
}

@richchurcher
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I might take a crack at this one. I'm aware of related PR #11022 and will adopt that if the author doesn't clear the conflicts.

@richchurcher
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Hrm. Quite a bit has changed in OrthographicProjection since this issue's sample code was written. We now have area, for example. I'll see what I can come up with.

@richchurcher
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I notice that in 2024 I'm able to happily scroll without needing to modify the transform at all, take into account mouse position etc. Am I missing something? For example, this seems to work fine:

fn camera_controls(
    mut camera: Query<&mut Projection, With<Camera>>,
    mut mouse_wheel_input: EventReader<MouseWheel>,
) {
    let delta_zoom: f32 = mouse_wheel_input.read().map(|e| e.y).sum();
    if delta_zoom == 0. {
        return;
    }

    let mut projection = camera.single_mut();
    if let Projection::Orthographic(cam) = &mut *projection {
        let ScalingMode::FixedVertical(current) = cam.scaling_mode else {
            return;
        };
        let zoom_level = (current + CAMERA_ZOOM_SPEED * delta_zoom)
            .clamp(CAMERA_ZOOM_RANGE.start, CAMERA_ZOOM_RANGE.end);
        cam.scaling_mode = ScalingMode::FixedVertical(zoom_level);
    }
}

@richchurcher
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richchurcher commented Sep 7, 2024

Quick demo: https://youtu.be/OVUyaQ0a8Ss

@richchurcher
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If we didn't need to clamp, we could just

cam.scaling_mode *= CAMERA_ZOOM_SPEED * delta_zoom;

and be done with it.

github-merge-queue bot pushed a commit that referenced this issue Sep 9, 2024
# Objective

Add examples for zooming (and orbiting) orthographic and perspective
cameras.

I'm pretty green with 3D, so please treat with suspicion! I note that
if/when #15075 is merged, `.scale` will go away so this example uses
`.scaling_mode`.

Closes #2580

---------

Co-authored-by: Alice Cecile <[email protected]>
Co-authored-by: Jan Hohenheim <[email protected]>
github-merge-queue bot pushed a commit that referenced this issue Sep 9, 2024
# Objective

Hello! I am adopting #11022 to resolve conflicts with `main`. tldr: this
removes `scale` in favour of `scaling_mode`. Please see the original PR
for explanation/discussion.

Also relates to #2580.

## Migration Guide

Replace all uses of `scale` with `scaling_mode`, keeping in mind that
`scale` is (was) a multiplier. For example, replace
```rust
    scale: 2.0,
    scaling_mode: ScalingMode::FixedHorizontal(4.0),

```
with
```rust
    scaling_mode: ScalingMode::FixedHorizontal(8.0),
```

---------

Co-authored-by: Stepan Koltsov <[email protected]>
github-merge-queue bot pushed a commit that referenced this issue Sep 9, 2024
# Objective

Add examples for zooming (and orbiting) orthographic and perspective
cameras.

I'm pretty green with 3D, so please treat with suspicion! I note that
if/when #15075 is merged, `.scale` will go away so this example uses
`.scaling_mode`.

Closes #2580
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Labels
A-Rendering Drawing game state to the screen C-Docs An addition or correction to our documentation D-Trivial Nice and easy! A great choice to get started with Bevy
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