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first_person_view_model/
first_person_view_model.rs

1//! This example showcases a 3D first-person camera.
2//!
3//! The setup presented here is a very common way of organizing a first-person game
4//! where the player can see their own arms. We use two industry terms to differentiate
5//! the kinds of models we have:
6//!
7//! - The *view model* is the model that represents the player's body.
8//! - The *world model* is everything else.
9//!
10//! ## Motivation
11//!
12//! The reason for this distinction is that these two models should be rendered with different field of views (FOV).
13//! The view model is typically designed and animated with a very specific FOV in mind, so it is
14//! generally *fixed* and cannot be changed by a player. The world model, on the other hand, should
15//! be able to change its FOV to accommodate the player's preferences for the following reasons:
16//! - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help.
17//! - *Tactical preference*: Does the player want to see more of the battlefield?
18//!   Or have a more zoomed-in view for precision aiming?
19//! - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV?
20//!   Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen?
21//!
22//! ## Implementation
23//!
24//! The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed
25//! FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player.
26//!
27//! We use different `RenderLayers` to select what to render.
28//!
29//! - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0.
30//!   All static objects in the scene are also on layer 0 for the same reason.
31//! - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects
32//!   explicitly assigned to layer 1. The arm of the player is one such object.
33//!   The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model.
34//! - The light source in the scene must illuminate both the view model and the world model, so it is
35//!   assigned to both layers 0 and 1.
36//!
37//! ## Controls
38//!
39//! | Key Binding          | Action        |
40//! |:---------------------|:--------------|
41//! | mouse                | Look around   |
42//! | arrow up             | Decrease FOV  |
43//! | arrow down           | Increase FOV  |
44
45use std::f32::consts::FRAC_PI_2;
46
47use bevy::{
48    camera::visibility::RenderLayers, color::palettes::tailwind,
49    input::mouse::AccumulatedMouseMotion, light::NotShadowCaster, prelude::*,
50};
51
52fn main() {
53    App::new()
54        .add_plugins(DefaultPlugins)
55        .add_systems(
56            Startup,
57            (
58                spawn_view_model,
59                spawn_world_model,
60                spawn_lights,
61                spawn_text,
62            ),
63        )
64        .add_systems(Update, (move_player, change_fov))
65        .run();
66}
67
68#[derive(Debug, Component)]
69struct Player;
70
71#[derive(Debug, Component, Deref, DerefMut)]
72struct CameraSensitivity(Vec2);
73
74impl Default for CameraSensitivity {
75    fn default() -> Self {
76        Self(
77            // These factors are just arbitrary mouse sensitivity values.
78            // It's often nicer to have a faster horizontal sensitivity than vertical.
79            // We use a component for them so that we can make them user-configurable at runtime
80            // for accessibility reasons.
81            // It also allows you to inspect them in an editor if you `Reflect` the component.
82            Vec2::new(0.003, 0.002),
83        )
84    }
85}
86
87#[derive(Debug, Component)]
88struct WorldModelCamera;
89
90/// Used implicitly by all entities without a `RenderLayers` component.
91/// Our world model camera and all objects other than the player are on this layer.
92/// The light source belongs to both layers.
93const DEFAULT_RENDER_LAYER: usize = 0;
94
95/// Used by the view model camera and the player's arm.
96/// The light source belongs to both layers.
97const VIEW_MODEL_RENDER_LAYER: usize = 1;
98
99fn spawn_view_model(
100    mut commands: Commands,
101    mut meshes: ResMut<Assets<Mesh>>,
102    mut materials: ResMut<Assets<StandardMaterial>>,
103) {
104    let arm = meshes.add(Cuboid::new(0.1, 0.1, 0.5));
105    let arm_material = materials.add(Color::from(tailwind::TEAL_200));
106
107    commands.spawn((
108        Player,
109        CameraSensitivity::default(),
110        Transform::from_xyz(0.0, 1.0, 0.0),
111        Visibility::default(),
112        children![
113            (
114                WorldModelCamera,
115                Camera3d::default(),
116                Projection::from(PerspectiveProjection {
117                    fov: 90.0_f32.to_radians(),
118                    ..default()
119                }),
120            ),
121            // Spawn view model camera.
122            (
123                Camera3d::default(),
124                Camera {
125                    // Bump the order to render on top of the world model.
126                    order: 1,
127                    ..default()
128                },
129                Projection::from(PerspectiveProjection {
130                    fov: 70.0_f32.to_radians(),
131                    ..default()
132                }),
133                // Only render objects belonging to the view model.
134                RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
135            ),
136            // Spawn the player's right arm.
137            (
138                Mesh3d(arm),
139                MeshMaterial3d(arm_material),
140                Transform::from_xyz(0.2, -0.1, -0.25),
141                // Ensure the arm is only rendered by the view model camera.
142                RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
143                // The arm is free-floating, so shadows would look weird.
144                NotShadowCaster,
145            ),
146        ],
147    ));
148}
149
150fn spawn_world_model(
151    mut commands: Commands,
152    mut meshes: ResMut<Assets<Mesh>>,
153    mut materials: ResMut<Assets<StandardMaterial>>,
154) {
155    let floor = meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(10.0)));
156    let cube = meshes.add(Cuboid::new(2.0, 0.5, 1.0));
157    let material = materials.add(Color::WHITE);
158
159    // The world model camera will render the floor and the cubes spawned in this system.
160    // Assigning no `RenderLayers` component defaults to layer 0.
161
162    commands.spawn((Mesh3d(floor), MeshMaterial3d(material.clone())));
163
164    commands.spawn((
165        Mesh3d(cube.clone()),
166        MeshMaterial3d(material.clone()),
167        Transform::from_xyz(0.0, 0.25, -3.0),
168    ));
169
170    commands.spawn((
171        Mesh3d(cube),
172        MeshMaterial3d(material),
173        Transform::from_xyz(0.75, 1.75, 0.0),
174    ));
175}
176
177fn spawn_lights(mut commands: Commands) {
178    commands.spawn((
179        PointLight {
180            color: Color::from(tailwind::ROSE_300),
181            shadow_maps_enabled: true,
182            ..default()
183        },
184        Transform::from_xyz(-2.0, 4.0, -0.75),
185        // The light source illuminates both the world model and the view model.
186        RenderLayers::from_layers(&[DEFAULT_RENDER_LAYER, VIEW_MODEL_RENDER_LAYER]),
187    ));
188}
189
190fn spawn_text(mut commands: Commands) {
191    commands
192        .spawn(Node {
193            position_type: PositionType::Absolute,
194            bottom: px(12),
195            left: px(12),
196            ..default()
197        })
198        .with_child(Text::new(concat!(
199            "Move the camera with your mouse.\n",
200            "Press arrow up to decrease the FOV of the world model.\n",
201            "Press arrow down to increase the FOV of the world model."
202        )));
203}
204
205fn move_player(
206    accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
207    player: Single<(&mut Transform, &CameraSensitivity), With<Player>>,
208) {
209    let (mut transform, camera_sensitivity) = player.into_inner();
210
211    let delta = accumulated_mouse_motion.delta;
212
213    if delta != Vec2::ZERO {
214        // Note that we are not multiplying by delta_time here.
215        // The reason is that for mouse movement, we already get the full movement that happened since the last frame.
216        // This means that if we multiply by delta_time, we will get a smaller rotation than intended by the user.
217        // This situation is reversed when reading e.g. analog input from a gamepad however, where the same rules
218        // as for keyboard input apply. Such an input should be multiplied by delta_time to get the intended rotation
219        // independent of the framerate.
220        let delta_yaw = -delta.x * camera_sensitivity.x;
221        let delta_pitch = -delta.y * camera_sensitivity.y;
222
223        let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
224        let yaw = yaw + delta_yaw;
225
226        // If the pitch was ±¹⁄₂ π, the camera would look straight up or down.
227        // When the user wants to move the camera back to the horizon, which way should the camera face?
228        // The camera has no way of knowing what direction was "forward" before landing in that extreme position,
229        // so the direction picked will for all intents and purposes be arbitrary.
230        // Another issue is that for mathematical reasons, the yaw will effectively be flipped when the pitch is at the extremes.
231        // To not run into these issues, we clamp the pitch to a safe range.
232        const PITCH_LIMIT: f32 = FRAC_PI_2 - 0.01;
233        let pitch = (pitch + delta_pitch).clamp(-PITCH_LIMIT, PITCH_LIMIT);
234
235        transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
236    }
237}
238
239fn change_fov(
240    input: Res<ButtonInput<KeyCode>>,
241    mut world_model_projection: Single<&mut Projection, With<WorldModelCamera>>,
242) {
243    let Projection::Perspective(perspective) = world_model_projection.as_mut() else {
244        unreachable!(
245            "The `Projection` component was explicitly built with `Projection::Perspective`"
246        );
247    };
248
249    if input.pressed(KeyCode::ArrowUp) {
250        perspective.fov -= 1.0_f32.to_radians();
251        perspective.fov = perspective.fov.max(20.0_f32.to_radians());
252    }
253    if input.pressed(KeyCode::ArrowDown) {
254        perspective.fov += 1.0_f32.to_radians();
255        perspective.fov = perspective.fov.min(160.0_f32.to_radians());
256    }
257}