Crate bevy_panorbit_camera

source ·
Expand description

Crates.io docs.rs Bevy tracking

Bevy Pan/Orbit Camera

A screen recording showing camera movement

§Summary

Bevy Pan/Orbit Camera provides orbit camera controls for Bevy Engine, designed with simplicity and flexibility in mind. Use it to quickly prototype, experiment, for model viewers, and more!

§Features:

  • Smoothed orbiting, panning, and zooming
  • Works with orthographic camera projection in addition to perspective
  • Customisable controls, sensitivity, and more
  • Touch support
  • Works with multiple viewports and/or windows
  • Easy to control manually, e.g. for keyboard control or animation
  • Can control cameras that render to a texture

§Controls

Default mouse controls:

  • Left Mouse - Orbit
  • Right Mouse - Pan
  • Scroll Wheel - Zoom

Default touch controls:

  • One finger - Orbit
  • Two fingers - Pan
  • Pinch - Zoom

§Quick Start

Add the plugin:

.add_plugins(PanOrbitCameraPlugin)

Add PanOrbitCamera to a camera:

commands.spawn((
    Camera3dBundle {
        transform: Transform::from_translation(Vec3::new(0.0, 1.5, 5.0)),
        ..default()
    },
    PanOrbitCamera::default(),
));

This will set up a camera with good defaults.

Check out the advanced example to see all the possible configuration options.

§Cargo Features

  • bevy_egui (optional): Makes PanOrbitCamera ignore any input that egui uses, thus preventing moving the camera when interacting with egui windows

§Version Compatibility

bevybevy_panorbit_camera
0.140.19
0.130.14-0.18
0.120.9-0.13
0.110.6-0.8
0.100.1-0.5

§Credits

§License

All code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Structs§

  • Tracks which PanOrbitCamera is active (should handle input events), along with the window and viewport dimensions, which are used for scaling mouse motion. PanOrbitCameraPlugin manages this resource automatically, in order to support multiple viewports/windows. However, if this doesn’t work for you, you can take over and manage it yourself, e.g. when you want to control a camera that is rendering to a texture.
  • Tags an entity as capable of panning and orbiting, and provides a way to configure the camera’s behaviour and controls. The entity must have Transform and Projection components. Typically you would add a Camera3dBundle which already contains these.
  • Bevy plugin that contains the systems for controlling PanOrbitCamera components.
  • Base system set to allow ordering of PanOrbitCamera

Enums§

  • The control scheme to use for touch input. Given that some touch gestures don’t make sense being changed (e.g. pinch to zoom), there is just a set if different schemes rather than full customization.