├── .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: -------------------------------------------------------------------------------- 1 | Apache License 2 | Version 2.0, January 2004 3 | http://www.apache.org/licenses/ 4 | 5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 6 | 7 | 1. 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6 |

Bevy RTS Camera

7 |
8 | 9 | ![A screen recording showing camera movement](assets/demo.gif "Demo of bevy_rts_camera") 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