├── .github
└── workflows
│ └── main.yml
├── .gitignore
├── CHANGELOG.md
├── Cargo.toml
├── LICENSE-APACHE
├── LICENSE-MIT
├── README.md
├── assets
└── demo.gif
├── examples
├── advanced.rs
└── basic.rs
└── src
├── controller.rs
└── lib.rs
/.github/workflows/main.yml:
--------------------------------------------------------------------------------
1 | on:
2 | push:
3 | branches:
4 | - main
5 | pull_request:
6 | branches:
7 | - main
8 |
9 | name: Continuous integration
10 |
11 | jobs:
12 | build:
13 | name: Build
14 | runs-on: ubuntu-latest
15 | steps:
16 | - uses: actions/checkout@v4
17 | - uses: dtolnay/rust-toolchain@stable
18 | - run: cargo build
19 |
20 | test:
21 | name: Test
22 | runs-on: ubuntu-latest
23 | steps:
24 | - uses: actions/checkout@v4
25 | - uses: dtolnay/rust-toolchain@stable
26 | - name: Install alsa and udev
27 | run: sudo apt-get update; sudo apt-get install --no-install-recommends libasound2-dev libudev-dev
28 | if: runner.os == 'linux'
29 | - run: cargo test
30 |
31 | build-examples:
32 | name: Build Examples
33 | runs-on: ubuntu-latest
34 | steps:
35 | - uses: actions/checkout@v4
36 | - uses: dtolnay/rust-toolchain@stable
37 | - name: Install alsa and udev
38 | run: sudo apt-get update; sudo apt-get install --no-install-recommends libasound2-dev libudev-dev
39 | if: runner.os == 'linux'
40 | - run: cargo build --examples
41 |
42 | fmt:
43 | name: Rustfmt
44 | runs-on: ubuntu-latest
45 | steps:
46 | - uses: actions/checkout@v4
47 | - uses: dtolnay/rust-toolchain@stable
48 | - run: rustup component add rustfmt
49 | - run: cargo fmt --all -- --check
50 |
51 | clippy:
52 | name: Clippy
53 | runs-on: ubuntu-latest
54 | steps:
55 | - uses: actions/checkout@v4
56 | - uses: dtolnay/rust-toolchain@stable
57 | - run: rustup component add clippy
58 | - run: cargo clippy -- -D warnings
59 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | /target
2 | /Cargo.lock
3 |
--------------------------------------------------------------------------------
/CHANGELOG.md:
--------------------------------------------------------------------------------
1 | ## 0.10
2 |
3 | - Update to Bevy 0.16
4 |
5 | ## 0.9.2
6 |
7 | - Fixes bug with bounds calculation, causing incorrect behaviour when bounds are asymmetrical (#30)
8 |
9 | ## 0.9.1
10 |
11 | - Add `Camera3d` as a required component (new feature of Bevy 0.15) of `RtsCamera`, so you don't have to add it manually
12 |
13 | ## 0.9
14 |
15 | - Update to Bevy 0.15
16 |
17 | ## 0.8.1
18 |
19 | - Adds a `reset_smoothing` method to `RtsCamera`
20 |
21 | ## 0.8
22 |
23 | - Update to Bevy 0.14
24 | - Fix issue that caused the camera to move after initialization
25 |
26 | ## 0.7 and older
27 |
28 | I dunno, stuff. I only just created this file now, sorry.
29 |
--------------------------------------------------------------------------------
/Cargo.toml:
--------------------------------------------------------------------------------
1 | [package]
2 | name = "bevy_rts_camera"
3 | version = "0.10.0"
4 | authors = ["Plonq"]
5 | edition = "2021"
6 | description = "An RTS-style camera for Bevy"
7 | keywords = ["gamedev", "bevy", "rts", "camera"]
8 | categories = ["game-development"]
9 | license = "MIT OR Apache-2.0"
10 | repository = "https://github.com/Plonq/bevy_rts_camera"
11 | homepage = "https://github.com/Plonq/bevy_rts_camera"
12 | readme = "README.md"
13 | exclude = ["assets/"]
14 |
15 | [dependencies]
16 | bevy = { version = "0.16", default-features = false, features = [
17 | "bevy_core_pipeline",
18 | "bevy_render",
19 | "bevy_window",
20 | "bevy_picking",
21 | "bevy_mesh_picking_backend",
22 | ] }
23 |
24 | [dev-dependencies]
25 | bevy = { version = "0.16" }
26 |
--------------------------------------------------------------------------------
/LICENSE-APACHE:
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | [](https://crates.io/crates/bevy_rts_camera)
2 | [](https://docs.rs/bevy_rts_camera)
3 | [](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
4 |
5 |
6 |
Bevy RTS Camera
7 |
8 |
9 | 
10 |
11 | ## Summary
12 |
13 | Bevy RTS Camera provides an RTS-style camera for Bevy Engine, to get your game up and running quickly. Designed for
14 | simple use cases, and does not try to cover advanced requirements.
15 |
16 | ## Features:
17 |
18 | - Pan, zoom, and rotation
19 | - Automatically follows whatever you mark as 'ground'
20 | - Smoothed movement
21 | - Customisable controls and other settings
22 | - Comes with optional controller, or you can control it yourself
23 |
24 | ## Default Controller
25 |
26 | A default controller is included with these default controls:
27 |
28 | - Arrow Keys: pan
29 | - Mouse Wheel: zoom
30 | - Middle Mouse: rotate
31 |
32 | You can also 'edge pan' by moving the mouse to the edge of the screen.
33 |
34 | ## Quick Start
35 |
36 | Add the plugin:
37 |
38 | ```rust ignore
39 | .add_plugins(RtsCameraPlugin)
40 | ```
41 |
42 | Add `RtsCamera` (this will automatically add a `Camera3d` but you can add it manually if necessary):
43 |
44 | ```rust ignore
45 | commands.spawn((
46 | RtsCamera::default(),
47 | RtsCameraControls::default(), // Optional
48 | ));
49 | ```
50 |
51 | Add `Ground` to your ground/terrain entities:
52 |
53 | ```rust ignore
54 | commands.spawn((
55 | PbrBundle {
56 | mesh: meshes.add(Plane3d::default().mesh().size(80.0, 80.0)),
57 | ..default()
58 | },
59 | Ground,
60 | ));
61 | ```
62 |
63 | This will set up a camera at world origin with good defaults based on a roughly realistic scale (where an average human
64 | is 1.75 units tall).
65 |
66 | Check out the [advanced example](https://github.com/Plonq/bevy_rts_camera/blob/main/examples/advanced.rs) to see
67 | the possible configuration options.
68 |
69 | ## Version Compatibility
70 |
71 | | bevy | bevy_rts_camera |
72 | |------|-----------------|
73 | | 0.16 | 0.10 |
74 | | 0.15 | 0.9 |
75 | | 0.14 | 0.8 |
76 | | 0.13 | 0.1-0.7 |
77 |
78 | ## License
79 |
80 | All code in this repository is dual-licensed under either:
81 |
82 | * MIT License ([LICENSE-MIT](LICENSE-MIT) or [http://opensource.org/licenses/MIT](http://opensource.org/licenses/MIT))
83 | * Apache License, Version 2.0 ([LICENSE-APACHE](LICENSE-APACHE)
84 | or [http://www.apache.org/licenses/LICENSE-2.0](http://www.apache.org/licenses/LICENSE-2.0))
85 |
86 | at your option.
87 | This means you can select the license you prefer!
88 | This dual-licensing approach is the de-facto standard in the Rust ecosystem and there
89 | are [very good reasons](https://github.com/bevyengine/bevy/issues/2373) to include both.
90 |
--------------------------------------------------------------------------------
/assets/demo.gif:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Plonq/bevy_rts_camera/073909b9d6e464bb3d3f25372b2a1fe4ebfca559/assets/demo.gif
--------------------------------------------------------------------------------
/examples/advanced.rs:
--------------------------------------------------------------------------------
1 | //! A more complex scene with a moving "unit" that demonstrates how to jump to a location or lock
2 | //! onto a particular entity.
3 |
4 | use std::f32::consts::TAU;
5 |
6 | use bevy::prelude::*;
7 |
8 | use bevy_rts_camera::{Ground, RtsCamera, RtsCameraControls, RtsCameraPlugin, RtsCameraSystemSet};
9 |
10 | fn main() {
11 | App::new()
12 | .add_plugins(DefaultPlugins)
13 | .add_plugins(RtsCameraPlugin)
14 | .add_systems(Startup, setup)
15 | .add_systems(
16 | Update,
17 | (move_unit, (lock_or_jump, toggle_controls))
18 | .chain()
19 | .before(RtsCameraSystemSet),
20 | )
21 | .run();
22 | }
23 |
24 | #[derive(Component)]
25 | struct Move;
26 |
27 | fn setup(
28 | mut commands: Commands,
29 | mut meshes: ResMut>,
30 | mut materials: ResMut>,
31 | ) {
32 | // Ground
33 | commands.spawn((
34 | Mesh3d(meshes.add(Plane3d::default().mesh().size(80.0, 80.0))),
35 | MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
36 | // Add `Ground` component to any entity you want the camera to treat as ground.
37 | Ground,
38 | ));
39 | // Some "terrain"
40 | let terrain_material = materials.add(Color::srgb(0.8, 0.7, 0.6));
41 | commands.spawn((
42 | Mesh3d(meshes.add(Cuboid::new(15.0, 1.0, 5.0))),
43 | MeshMaterial3d(terrain_material.clone()),
44 | Transform::from_xyz(15.0, 0.5, -5.0),
45 | Ground,
46 | ));
47 | commands.spawn((
48 | Mesh3d(meshes.add(Cuboid::new(10.0, 5.0, 15.0))),
49 | MeshMaterial3d(terrain_material.clone()),
50 | Transform::from_xyz(-15.0, 2.5, 0.0),
51 | Ground,
52 | ));
53 | commands.spawn((
54 | Mesh3d(meshes.add(Sphere::new(12.5))),
55 | MeshMaterial3d(terrain_material.clone()),
56 | Transform::from_xyz(0.0, 0.0, -23.0),
57 | Ground,
58 | ));
59 | // Some generic units that are not part of the 'Ground' (ignored for height calculation)
60 | for x in -5..5 {
61 | for z in -5..5 {
62 | commands.spawn((
63 | Mesh3d(meshes.add(Capsule3d::new(0.25, 1.25))),
64 | MeshMaterial3d(terrain_material.clone()),
65 | Transform::from_xyz(x as f32 * 0.7, 0.75, z as f32 * 0.7),
66 | ));
67 | }
68 | }
69 | // A moving unit that can be locked onto
70 | commands
71 | .spawn((
72 | Mesh3d(meshes.add(Capsule3d::new(0.25, 1.25))),
73 | MeshMaterial3d(terrain_material.clone()),
74 | Transform::from_xyz(0.0, 0.75, 0.0),
75 | ))
76 | .insert(Move);
77 | // Light
78 | commands.spawn((
79 | DirectionalLight {
80 | illuminance: 1000.0,
81 | shadows_enabled: true,
82 | ..default()
83 | },
84 | Transform::from_rotation(Quat::from_euler(
85 | EulerRot::YXZ,
86 | 150.0f32.to_radians(),
87 | -40.0f32.to_radians(),
88 | 0.0,
89 | )),
90 | ));
91 | // Help text
92 | commands.spawn(Text::new(
93 | "\
94 | Press K to jump to the moving unit
95 | Hold L to lock onto the moving unit
96 | Press T to toggle controls (K and L will still work)",
97 | ));
98 | // Camera
99 | commands.spawn((
100 | RtsCamera {
101 | // Increase min height (decrease max zoom)
102 | // height_min: 10.0,
103 | // Increase max height (decrease min zoom)
104 | height_max: 50.0,
105 | // Change the angle of the camera to 35 degrees
106 | min_angle: 35.0f32.to_radians(),
107 | // Decrease smoothing
108 | smoothness: 0.1,
109 | // Change starting position
110 | target_focus: Transform::from_xyz(3.0, 0.0, -3.0),
111 | // Change starting zoom level
112 | target_zoom: 0.2,
113 | // Disable dynamic angle (angle of camera will stay at `min_angle`)
114 | // dynamic_angle: false,
115 | ..default()
116 | },
117 | RtsCameraControls {
118 | // Change pan controls to WASD
119 | key_up: KeyCode::KeyW,
120 | key_down: KeyCode::KeyS,
121 | key_left: KeyCode::KeyA,
122 | key_right: KeyCode::KeyD,
123 | // Rotate the camera with right click
124 | button_rotate: MouseButton::Right,
125 | // Keep the mouse cursor in place when rotating
126 | lock_on_rotate: true,
127 | // Drag pan with middle click
128 | button_drag: Some(MouseButton::Middle),
129 | // Keep the mouse cursor in place when dragging
130 | lock_on_drag: true,
131 | // Change the width of the area that triggers edge pan. 0.1 is 10% of the window height.
132 | edge_pan_width: 0.1,
133 | // Increase pan speed
134 | pan_speed: 25.0,
135 | ..default()
136 | },
137 | ));
138 | }
139 |
140 | // Move a unit in a circle
141 | fn move_unit(
142 | time: Res