bevy_lagrange 0.0.3

Bevy camera controller with pan, orbit, zoom-to-fit, queued animations, and trackpad support
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
//! Events for camera animations and zoom operations.
//!
//! Events are organized by feature. Each group starts with the **trigger** event
//! (fire with `commands.trigger(...)`) followed by the **fired** events it produces
//! (observe with `.add_observer(...)`).
//!
//! # Common patterns
//!
//! **Duration** — several events accept a `duration` field. When set to
//! `Duration::ZERO` the operation completes instantly — the camera snaps to its
//! final position and only the **operation-level** begin/end events fire (see
//! [instant paths](#instant-operations) below). When `duration > Duration::ZERO`
//! the operation animates over time through [`PlayAnimation`], so the full nested
//! event sequence fires.
//!
//! **Easing** — events that animate also accept an `easing` field
//! ([`EaseFunction`]) that controls the interpolation curve. This only has an effect
//! when `duration > Duration::ZERO`.
//!
//! # Event ordering
//!
//! Events nest from outermost (operation-level) to innermost (move-level). Every
//! animated path goes through [`PlayAnimation`], so [`AnimationBegin`]/[`AnimationEnd`]
//! and [`CameraMoveBegin`]/[`CameraMoveEnd`] fire for **all** animated operations —
//! including [`ZoomToFit`] and [`AnimateToFit`].
//!
//! ## `PlayAnimation` — normal completion
//!
//! ```text
//! AnimationBegin → CameraMoveBegin → CameraMoveEnd → … → AnimationEnd
//! ```
//!
//! ## `ZoomToFit` (animated) — normal completion
//!
//! `Zoom*` events wrap the animation lifecycle:
//!
//! ```text
//! ZoomBegin → AnimationBegin → CameraMoveBegin → CameraMoveEnd → AnimationEnd → ZoomEnd
//! ```
//!
//! ## `AnimateToFit` (animated) — normal completion
//!
//! No extra wrapping events — uses `source: AnimationSource::AnimateToFit` to
//! distinguish from a plain [`PlayAnimation`]:
//!
//! ```text
//! AnimationBegin → CameraMoveBegin → CameraMoveEnd → AnimationEnd
//! ```
//!
//! ## Instant operations
//!
//! When `duration` is `Duration::ZERO`, the animation system is bypassed entirely.
//! Only the operation-level events fire — no [`AnimationBegin`]/[`AnimationEnd`] or
//! [`CameraMoveBegin`]/[`CameraMoveEnd`].
//!
//! ### `ZoomToFit` (instant)
//!
//! ```text
//! ZoomBegin → ZoomEnd
//! ```
//!
//! ### `AnimateToFit` (instant)
//!
//! Fires animation-level events (to notify observers) but no camera-move-level events:
//!
//! ```text
//! AnimationBegin → AnimationEnd
//! ```
//!
//! ## User input interruption ([`CameraInputInterruptBehavior`](crate::CameraInputInterruptBehavior))
//!
//! When the user physically moves the camera during an animation:
//!
//! - **`Ignore`** (default) — temporarily disables camera input and continues animating:
//!
//!   ```text
//!   … (no interrupt lifecycle event)
//!   ```
//!
//! - **`Cancel`** — stops where it is:
//!
//!   ```text
//!   … → AnimationCancelled → ZoomCancelled (if zoom)
//!   ```
//!
//! - **`Complete`** — jumps to the final position:
//!
//!   ```text
//!   … → AnimationEnd → ZoomEnd (if zoom)
//!   ```
//!
//! ## Animation conflict ([`AnimationConflictPolicy`](crate::AnimationConflictPolicy))
//!
//! When a new animation request arrives while one is already in-flight:
//!
//! - **`LastWins`** (default) — cancels the in-flight animation, then starts the new one.
//!   `AnimationCancelled` always fires; `ZoomCancelled` additionally fires if the in-flight
//!   operation is a zoom:
//!
//!   ```text
//!   AnimationCancelled → ZoomCancelled (if zoom) → AnimationBegin (new) → …
//!   ```
//!
//! - **`FirstWins`** — rejects the incoming request. No zoom lifecycle events fire — the rejection
//!   is detected before `ZoomBegin`:
//!
//!   ```text
//!   AnimationRejected
//!   ```
//!
//!   The [`AnimationRejected::source`] field identifies what was rejected
//!   ([`AnimationSource::PlayAnimation`], [`AnimationSource::ZoomToFit`], or
//!   [`AnimationSource::AnimateToFit`]).
//!
//! # Emitted event data
//!
//! Reference of data carried by events — for comparison purposes.
//!
//! | Event                    | `camera` | `target` | `margin` | `duration` | `easing` | `source` | `camera_move` |
//! |--------------------------|-----------------|-----------------|----------|------------|----------|----------|---------------|
//! | [`ZoomBegin`]            | yes             | yes             | yes      | yes        | yes      | —        | —             |
//! | [`ZoomEnd`]              | yes             | yes             | yes      | yes        | yes      | —        | —             |
//! | [`ZoomCancelled`]        | yes             | yes             | yes      | yes        | yes      | —        | —             |
//! | [`AnimationBegin`]       | yes             | —               | —        | —          | —        | yes      | —             |
//! | [`AnimationEnd`]         | yes             | —               | —        | —          | —        | yes      | —             |
//! | [`AnimationCancelled`]   | yes             | —               | —        | —          | —        | yes      | yes           |
//! | [`AnimationRejected`]    | yes             | —               | —        | —          | —        | yes      | —             |
//! | [`CameraMoveBegin`]      | yes             | —               | —        | —          | —        | —        | yes           |
//! | [`CameraMoveEnd`]        | yes             | —               | —        | —          | —        | —        | yes           |

use std::collections::VecDeque;
use std::time::Duration;

use bevy::math::curve::easing::EaseFunction;
use bevy::prelude::*;

use super::animation::CameraMove;

/// Context for a zoom-to-fit operation.
///
/// Passed through [`PlayAnimation`] so that `on_play_animation` can fire
/// [`ZoomBegin`] and insert
/// [`ZoomAnimationMarker`](super::components::ZoomAnimationMarker) at the
/// single point where conflict resolution has already completed.
#[derive(Clone, Reflect)]
pub struct ZoomContext {
    /// The entity being framed.
    pub target:   Entity,
    /// The margin from the triggering [`ZoomToFit`].
    pub margin:   f32,
    /// The duration from the triggering [`ZoomToFit`].
    pub duration: Duration,
    /// The easing curve from the triggering [`ZoomToFit`].
    pub easing:   EaseFunction,
}

/// Identifies which event triggered an animation lifecycle.
///
/// Carried by [`AnimationBegin`], [`AnimationEnd`], [`AnimationCancelled`], and
/// [`AnimationRejected`] so observers know whether the animation originated from
/// [`PlayAnimation`], [`ZoomToFit`], or [`AnimateToFit`].
#[derive(Clone, Copy, Debug, PartialEq, Eq, Reflect)]
pub enum AnimationSource {
    /// Animation was triggered by [`PlayAnimation`].
    PlayAnimation,
    /// Animation was triggered by [`ZoomToFit`].
    ZoomToFit,
    /// Animation was triggered by [`AnimateToFit`].
    AnimateToFit,
    /// Animation was triggered by [`LookAt`].
    LookAt,
    /// Animation was triggered by [`LookAtAndZoomToFit`].
    LookAtAndZoomToFit,
}

/// `ZoomToFit` — frames a target entity in the camera view.
///
/// The camera's viewing angle stays the same.
/// The camera's yaw and pitch stay fixed. Only the focus and radius change so
/// that the target fills the viewport with the requested margin. Because the
/// viewing angle is preserved, the camera *translates* to a new position rather
/// than rotating — if the target is off to the side, the view slides over to it.
///
/// # See also
///
/// - [`LookAt`] — keeps the camera in place and *rotates* to face the target (no framing / radius
///   adjustment).
/// - [`LookAtAndZoomToFit`] — *rotates* to face the target and adjusts radius to frame it. Use this
///   when you want the camera to turn toward the target instead of sliding.
/// - [`AnimateToFit`] — frames the target from a caller-specified viewing angle.
///
/// # Fields
///
/// - `camera` — the entity with a `OrbitCam` component.
/// - `target` — the entity to frame; must have a `Mesh3d` (direct or on descendants).
/// - `margin` — total fraction of the screen to leave as space between the target's screen-space
///   bounding box and the screen edge, split equally across both sides of the constraining
///   dimension (e.g. `0.25` → ~12.5% each side).
/// - `duration` — see module-level docs on **Duration**.
/// - `easing` — see module-level docs on **Easing**.
///
/// Animated zooms route through [`PlayAnimation`], so the full event sequence is
/// `ZoomBegin` → `AnimationBegin` → `CameraMoveBegin` → `CameraMoveEnd` →
/// `AnimationEnd` → `ZoomEnd`. See the [module-level event ordering](self#event-ordering)
/// docs for interruption and conflict scenarios.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct ZoomToFit {
    /// The camera entity to zoom.
    #[event_target]
    pub camera:   Entity,
    /// The entity to frame.
    pub target:   Entity,
    /// Fraction of screen to leave as margin.
    pub margin:   f32,
    /// Animation duration (`ZERO` for instant).
    pub duration: Duration,
    /// Easing curve for the animation.
    pub easing:   EaseFunction,
}

impl ZoomToFit {
    /// Creates a new `ZoomToFit` event with default margin, instant duration, and cubic-out easing.
    #[must_use]
    pub const fn new(camera: Entity, target: Entity) -> Self {
        Self {
            camera,
            target,
            margin: 0.1,
            duration: Duration::ZERO,
            easing: EaseFunction::CubicOut,
        }
    }

    /// Sets the margin.
    #[must_use]
    pub const fn margin(mut self, margin: f32) -> Self {
        self.margin = margin;
        self
    }

    /// Sets the animation duration.
    #[must_use]
    pub const fn duration(mut self, duration: Duration) -> Self {
        self.duration = duration;
        self
    }

    /// Sets the easing function.
    #[must_use]
    pub const fn easing(mut self, easing: EaseFunction) -> Self {
        self.easing = easing;
        self
    }
}

/// `ZoomBegin` — emitted when a [`ZoomToFit`] operation begins.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct ZoomBegin {
    /// The camera that is zooming.
    #[event_target]
    pub camera:   Entity,
    /// The entity being framed.
    pub target:   Entity,
    /// The margin from the triggering [`ZoomToFit`].
    pub margin:   f32,
    /// The duration from the triggering [`ZoomToFit`].
    pub duration: Duration,
    /// The easing curve from the triggering [`ZoomToFit`].
    pub easing:   EaseFunction,
}

/// `ZoomEnd` — emitted when a [`ZoomToFit`] operation completes (both animated and instant).
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct ZoomEnd {
    /// The camera that finished zooming.
    #[event_target]
    pub camera:   Entity,
    /// The entity that was framed.
    pub target:   Entity,
    /// The margin from the triggering [`ZoomToFit`].
    pub margin:   f32,
    /// The duration from the triggering [`ZoomToFit`].
    pub duration: Duration,
    /// The easing curve from the triggering [`ZoomToFit`].
    pub easing:   EaseFunction,
}

/// `ZoomCancelled` — emitted when a [`ZoomToFit`] animation is cancelled before completion.
///
/// The camera stays at its current position — no snap to final.
///
/// Cancellation happens in two scenarios:
/// - **User input** — the user physically moves the camera while
///   [`CameraInputInterruptBehavior::Cancel`](crate::CameraInputInterruptBehavior::Cancel) is
///   active.
/// - **Animation conflict** — a new animation request arrives while
///   [`AnimationConflictPolicy::LastWins`](crate::AnimationConflictPolicy::LastWins) is active,
///   cancelling the in-flight zoom.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct ZoomCancelled {
    /// The camera whose zoom was cancelled.
    #[event_target]
    pub camera:   Entity,
    /// The entity that was being framed.
    pub target:   Entity,
    /// The margin from the triggering [`ZoomToFit`].
    pub margin:   f32,
    /// The duration from the triggering [`ZoomToFit`].
    pub duration: Duration,
    /// The easing curve from the triggering [`ZoomToFit`].
    pub easing:   EaseFunction,
}

/// `PlayAnimation` — plays a queued sequence of [`CameraMove`] steps.
///
/// Fires `AnimationBegin` → (`CameraMoveBegin` → `CameraMoveEnd`) × N → `AnimationEnd`.
/// See the [module-level event ordering](self#event-ordering) docs for interruption and
/// conflict scenarios.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct PlayAnimation {
    /// The camera entity to animate.
    #[event_target]
    pub camera:       Entity,
    /// The queue of camera movements.
    pub camera_moves: VecDeque<CameraMove>,
    /// The source of this animation.
    pub source:       AnimationSource,
    /// Optional zoom context when this animation originates from [`ZoomToFit`].
    pub zoom_context: Option<ZoomContext>,
}

impl PlayAnimation {
    /// Creates a new `PlayAnimation` event.
    #[must_use]
    pub fn new(camera: Entity, camera_moves: impl IntoIterator<Item = CameraMove>) -> Self {
        Self {
            camera,
            camera_moves: camera_moves.into_iter().collect(),
            source: AnimationSource::PlayAnimation,
            zoom_context: None,
        }
    }

    /// Sets the animation source.
    #[must_use]
    pub const fn source(mut self, source: AnimationSource) -> Self {
        self.source = source;
        self
    }

    /// Sets the zoom context (implies `AnimationSource::ZoomToFit`).
    #[must_use]
    pub const fn zoom_context(mut self, ctx: ZoomContext) -> Self {
        self.zoom_context = Some(ctx);
        self.source = AnimationSource::ZoomToFit;
        self
    }
}

/// `AnimationBegin` — emitted when a `CameraMoveList` begins processing.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct AnimationBegin {
    /// The camera being animated.
    #[event_target]
    pub camera: Entity,
    /// Whether this animation originated from [`PlayAnimation`], [`ZoomToFit`], or
    /// [`AnimateToFit`].
    pub source: AnimationSource,
}

/// `AnimationEnd` — emitted when a `CameraMoveList` finishes all its queued moves.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct AnimationEnd {
    /// The camera that finished animating.
    #[event_target]
    pub camera: Entity,
    /// Whether this animation originated from [`PlayAnimation`], [`ZoomToFit`], or
    /// [`AnimateToFit`].
    pub source: AnimationSource,
}

/// `AnimationCancelled` — emitted when an animation is cancelled before completion.
///
/// Applies to [`PlayAnimation`], [`ZoomToFit`], or [`AnimateToFit`].
/// The camera stays at its current position — no snap to final.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct AnimationCancelled {
    /// The camera whose animation was cancelled.
    #[event_target]
    pub camera:      Entity,
    /// Whether this animation originated from [`PlayAnimation`], [`ZoomToFit`], or
    /// [`AnimateToFit`].
    pub source:      AnimationSource,
    /// The [`CameraMove`] that was in progress when cancelled.
    pub camera_move: CameraMove,
}

/// `AnimationRejected` — emitted when an incoming animation request is rejected.
///
/// This occurs because
/// [`AnimationConflictPolicy::FirstWins`](crate::AnimationConflictPolicy::FirstWins) is
/// active and an animation is already in-flight.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct AnimationRejected {
    /// The camera that rejected the animation.
    #[event_target]
    pub camera: Entity,
    /// The [`AnimationSource`] of the rejected request.
    pub source: AnimationSource,
}

/// `CameraMoveBegin` — emitted when an individual [`CameraMove`] begins.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct CameraMoveBegin {
    /// The camera being animated.
    #[event_target]
    pub camera:      Entity,
    /// The [`CameraMove`] step that is starting.
    pub camera_move: CameraMove,
}

/// `CameraMoveEnd` — emitted when an individual [`CameraMove`] completes.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct CameraMoveEnd {
    /// The camera that finished this move step.
    #[event_target]
    pub camera:      Entity,
    /// The [`CameraMove`] step that completed.
    pub camera_move: CameraMove,
}

/// `AnimateToFit` — animates the camera to a caller-specified orientation.
///
/// Frames a target entity in view.
/// You specify the exact yaw and pitch the camera should end up at, and the
/// system computes the radius needed to frame the target from that angle.
///
/// # See also
///
/// - [`LookAtAndZoomToFit`] — like `AnimateToFit` but the yaw/pitch are automatically back-solved
///   from the camera's current position, so you don't specify them.
/// - [`ZoomToFit`] — keeps the current viewing angle, only adjusts focus and radius.
/// - [`LookAt`] — rotates to face the target without framing.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct AnimateToFit {
    /// The camera entity.
    #[event_target]
    pub camera:   Entity,
    /// The entity to frame.
    pub target:   Entity,
    /// Final yaw in radians.
    pub yaw:      f32,
    /// Final pitch in radians.
    pub pitch:    f32,
    /// Fraction of screen to leave as margin.
    pub margin:   f32,
    /// Animation duration (`ZERO` for instant).
    pub duration: Duration,
    /// Easing curve for the animation.
    pub easing:   EaseFunction,
}

impl AnimateToFit {
    /// Creates a new `AnimateToFit` with default parameters.
    #[must_use]
    pub const fn new(camera: Entity, target: Entity) -> Self {
        Self {
            camera,
            target,
            yaw: 0.0,
            pitch: 0.0,
            margin: 0.1,
            duration: Duration::ZERO,
            easing: EaseFunction::CubicOut,
        }
    }

    /// Sets the target yaw.
    #[must_use]
    pub const fn yaw(mut self, yaw: f32) -> Self {
        self.yaw = yaw;
        self
    }

    /// Sets the target pitch.
    #[must_use]
    pub const fn pitch(mut self, pitch: f32) -> Self {
        self.pitch = pitch;
        self
    }

    /// Sets the margin.
    #[must_use]
    pub const fn margin(mut self, margin: f32) -> Self {
        self.margin = margin;
        self
    }

    /// Sets the animation duration.
    #[must_use]
    pub const fn duration(mut self, duration: Duration) -> Self {
        self.duration = duration;
        self
    }

    /// Sets the easing function.
    #[must_use]
    pub const fn easing(mut self, easing: EaseFunction) -> Self {
        self.easing = easing;
        self
    }
}

/// `LookAt` — rotates the camera in place to face a target entity.
///
/// The camera stays at its current world position and turns to look at the target.
/// The orbit pivot re-anchors to the target entity's [`GlobalTransform`] translation,
/// and yaw/pitch/radius are back-solved so the camera does not move — only its
/// orientation changes.
///
/// # See also
///
/// - [`LookAtAndZoomToFit`] — same rotation, but also adjusts radius to frame the target in view.
/// - [`ZoomToFit`] — keeps the viewing angle, moves the camera to frame the target.
/// - [`AnimateToFit`] — frames the target from a caller-specified viewing angle.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct LookAt {
    /// The camera entity.
    #[event_target]
    pub camera:   Entity,
    /// The entity to look at.
    pub target:   Entity,
    /// Animation duration (`ZERO` for instant).
    pub duration: Duration,
    /// Easing curve for the animation.
    pub easing:   EaseFunction,
}

impl LookAt {
    /// Creates a new `LookAt` with instant duration and cubic-out easing.
    #[must_use]
    pub const fn new(camera: Entity, target: Entity) -> Self {
        Self {
            camera,
            target,
            duration: Duration::ZERO,
            easing: EaseFunction::CubicOut,
        }
    }

    /// Sets the animation duration.
    #[must_use]
    pub const fn duration(mut self, duration: Duration) -> Self {
        self.duration = duration;
        self
    }

    /// Sets the easing function.
    #[must_use]
    pub const fn easing(mut self, easing: EaseFunction) -> Self {
        self.easing = easing;
        self
    }
}

/// `LookAtAndZoomToFit` — rotates the camera to face a target entity and frames it.
///
/// Adjusts the radius to frame the target in view, all in one fluid motion.
/// Combines [`LookAt`] (turn in place) with [`ZoomToFit`] (frame the target).
/// The yaw and pitch are back-solved from the camera's current world position
/// relative to the target's bounds center — you don't specify them.
///
/// # See also
///
/// - [`LookAt`] — same rotation without the zoom-to-fit radius adjustment.
/// - [`ZoomToFit`] — keeps the viewing angle, moves the camera to frame the target.
/// - [`AnimateToFit`] — frames the target from a caller-specified viewing angle.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct LookAtAndZoomToFit {
    /// The camera entity.
    #[event_target]
    pub camera:   Entity,
    /// The entity to frame.
    pub target:   Entity,
    /// Fraction of screen to leave as margin.
    pub margin:   f32,
    /// Animation duration (`ZERO` for instant).
    pub duration: Duration,
    /// Easing curve for the animation.
    pub easing:   EaseFunction,
}

impl LookAtAndZoomToFit {
    /// Creates a new `LookAtAndZoomToFit` with default parameters.
    #[must_use]
    pub const fn new(camera: Entity, target: Entity) -> Self {
        Self {
            camera,
            target,
            margin: 0.1,
            duration: Duration::ZERO,
            easing: EaseFunction::CubicOut,
        }
    }

    /// Sets the margin.
    #[must_use]
    pub const fn margin(mut self, margin: f32) -> Self {
        self.margin = margin;
        self
    }

    /// Sets the animation duration.
    #[must_use]
    pub const fn duration(mut self, duration: Duration) -> Self {
        self.duration = duration;
        self
    }

    /// Sets the easing function.
    #[must_use]
    pub const fn easing(mut self, easing: EaseFunction) -> Self {
        self.easing = easing;
        self
    }
}

/// Sets the debug overlay target without triggering a zoom.
///
/// Only useful with the `fit_overlay` feature enabled. This lets you point the
/// debug overlay (`FitOverlay`) at a specific entity so you can inspect its
/// screen-space bounds before (or without) triggering [`ZoomToFit`].
///
/// You do not need to call this when using [`ZoomToFit`], [`AnimateToFit`], or
/// [`LookAtAndZoomToFit`] — those events set the fit target automatically.
#[derive(EntityEvent, Reflect)]
#[reflect(Event, FromReflect)]
pub struct SetFitTarget {
    /// The camera entity.
    #[event_target]
    pub camera: Entity,
    /// The entity whose bounds to visualize.
    pub target: Entity,
}

impl SetFitTarget {
    /// Creates a new `SetFitTarget` event.
    #[must_use]
    pub const fn new(camera: Entity, target: Entity) -> Self { Self { camera, target } }
}