360 Secure SkillHub
360 安全技能中心

bevy-camera-systems

该 Skill 面向 Bevy 0.20,给出 Camera2d/Camera3d、Transform、视口分屏、光标转世界坐标、跟随相机和 Trauma 抖动等 ECS 代码模式,并强调系统排序、状态所有权与仅使用文档化 API,附 ECS 所有权参考。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:52
分类:开发依赖:纯提示词应用场景:代码生成 / 概念解释

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add thedivergentai/game-dev-agentic-skills/bevy-camera-systems
Metadata
name
bevy-camera-systems
description
Bevy ECS skill for cameras. Keywords: Bevy, Camera, Camera2d, Camera3d, Transform.

Bevy camera systems

When to use

Load this when a view must render 2D or 3D. Camera, Camera2d, Camera3d, and the two_passes example are the sources for the names below. The library pin is 0.20.

ECS shape

  • Components: Camera is the viewpoint (projection and render target). A Camera with no render graph errors at runtime. Camera2d enables the 2D graph and requires Camera, Projection, and Frustum. Camera3d enables the main 3D graph and requires Camera and Projection. 3D space is right-handed: X right, Y up, Z back, so forward is -Z.
  • Spawn: the example uses commands.spawn((Camera3d::default(), Transform::from_xyz(...).looking_at(Vec3::ZERO, Vec3::Y))). A second camera sets Camera { order: 1, clear_color: ClearColorConfig::None, ..default() } so it draws on top without clearing.
  • Query: systems may take (&Camera, &GlobalTransform) with With<Camera2d>. Camera::viewport_to_world_2d maps a viewport position to a 2D world position for an orthographic camera along Z.
  • Schedule: spawn on Startup. Follow, split viewports, and trauma offset are your components on Update.
fn spawn_cameras(mut commands: Commands) {
    commands.spawn((
        Camera3d::default(),
        Transform::from_xyz(0.0, 6.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));
    commands.spawn((
        Camera2d,
        Camera {
            order: 1,
            clear_color: ClearColorConfig::None,
            ..default()
        },
    ));
}
#[derive(Component)]
struct FollowTarget;

#[derive(Component)]
struct FollowCam {
    offset: Vec3,
    stiffness: f32,
}

fn follow_target(
    time: Res<Time>,
    targets: Query<&Transform, (With<FollowTarget>, Without<FollowCam>)>,
    mut cameras: Query<(&FollowCam, &mut Transform)>,
) {
    let Ok(target) = targets.single() else {
        return;
    };
    let dt = time.delta_secs();
    for (follow, mut transform) in &mut cameras {
        let desired = target.translation + follow.offset;
        let t = 1.0 - (-follow.stiffness * dt).exp();
        transform.translation = transform.translation.lerp(desired, t);
        transform.look_at(target.translation, Vec3::Y);
    }
}
use bevy::camera::Viewport;

fn split_view(mut cameras: Query<&mut Camera, With<Camera3d>>) {
    let mut iter = cameras.iter_mut();
    if let Some(mut left) = iter.next() {
        left.viewport = Some(Viewport {
            physical_position: UVec2::new(0, 0),
            physical_size: UVec2::new(640, 720),
            depth: 0.0..1.0,
        });
    }
    if let Some(mut right) = iter.next() {
        right.order = 0;
        right.viewport = Some(Viewport {
            physical_position: UVec2::new(640, 0),
            physical_size: UVec2::new(640, 720),
            depth: 0.0..1.0,
        });
    }
}
fn cursor_to_world(
    windows: Query<&Window>,
    cameras: Query<(&Camera, &GlobalTransform), With<Camera2d>>,
) {
    let Ok(window) = windows.single() else {
        return;
    };
    let Ok((camera, transform)) = cameras.single() else {
        return;
    };
    let Some(cursor) = window.cursor_position() else {
        return;
    };
    let _world = camera.viewport_to_world_2d(transform, cursor);
}

#[derive(Component)]
struct Trauma(f32);

fn apply_trauma(time: Res<Time>, mut cameras: Query<(&mut Trauma, &mut Transform), With<Camera3d>>) {
    for (mut trauma, mut transform) in &mut cameras {
        trauma.0 = (trauma.0 - time.delta_secs()).max(0.0);
        let shake = trauma.0 * trauma.0;
        transform.translation.x += (time.elapsed_secs() * 31.0).sin() * 0.15 * shake;
        transform.translation.y += (time.elapsed_secs() * 27.0).cos() * 0.1 * shake;
    }
}
[dependencies]
bevy = "0.20"

View choices

Need Bevy approach
Active view An entity with Camera2d or Camera3d
Camera pose Transform on that entity
Draw order / overlay Camera.order and ClearColorConfig::None
Screen point to 2D world viewport_to_world_2d with GlobalTransform

Scope

  • Follow, look-at, trauma offset, and split Viewports are the systems above. A Camera still needs its render graph: spawn Camera2d or Camera3d so Bevy inserts CameraRenderGraph.
  • A texture target is a RenderTarget::Image component on the camera entity. The split example keeps the window target and sets Camera::viewport.

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

Piece Owner Who may mutate Schedule
Data on one entity Component One system via Query Update or FixedMain
One value for the whole app Resource One system Startup to insert, then the schedule that reads it
Spawn Commands The spawning system Startup for the initial world; later schedules for runtime spawn
Order that must not race .chain() The chained systems only Same schedule
Plugin boundary Plugin build registers systems and resources Before the app runs

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

If you need Do this Do not
Per-entity data Component + Query A script field copied onto the entity
App-wide config or clock Resource Copy the value onto every entity
Stable simulation step FixedMain and the Fixed clock Tie simulation to raw frame Update
Startup spawn Commands in Startup Spawn from a render system
Cross-system notice that is not shared state Message or observer slot in bevy-events-messaging A new event type invented in this file
An API outside the documented set Check the official docs first A made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.

  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.

  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.

  • No scene-tree camera node types in Bevy code. WHY: Camera2d and Camera3d are the documented Bevy pieces.

  • No claim that Bevy ships a follow, spring-arm, or shake component. WHY: those rigs are the FollowCam and Trauma components in this skill, written as ordinary ECS.

  • No third-party camera crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

Official links stay on bevy.org. The library pin on bevy-master stays 0.20.0.

Official Documentation

  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().

Related Skills

Prerequisites

Complements

Downstream / consumers

Master