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!
Default controls:
- Left Mouse - Orbit
- Right Mouse - Pan
- Scroll Wheel - Zoom
- Orbiting, panning and zooming
- Smooth motion
- Works with orthographic camera projection in addition to perspective
- Customisable controls, sensitivity, and more
- 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
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.
Think of this camera as rotating around a point, and always pointing at that point (the focus
). The sideways rotation,
i.e. the longitudinal rotation, is alpha
, and the latitudinal rotation is beta
. Both are measured in radians.
If alpha
and beta
are both 0.0
, then the camera will be looking directly forwards (-Z direction). Increasing
alpha
will rotate around the focus
to the right, and increasing beta
will move the camera up and over the focus
.
bevy_egui
: makes PanOrbitCamera ignore input when interacting with egui widgets/windows
bevy | bevy_panorbit_camera |
---|---|
0.12 | 0.9-0.10 |
0.11 | 0.6-0.8 |
0.10 | 0.1-0.5 |
- Bevy Cheat Book: For providing an example that I started from
- babylon.js: I referenced their arc rotate camera for some of this
- bevy_pancam: For the egui-related code
All code in this repository is dual-licensed under either:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
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.