//! Demonstrates how you can animate the movement of the camera use bevy::prelude::*; use bevy_panorbit_camera::{PanOrbitCamera, PanOrbitCameraPlugin}; use std::f32::consts::TAU; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(PanOrbitCameraPlugin) .add_systems(Startup, setup) .add_systems(Update, animate) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // Ground commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))), MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))), )); // Cube commands.spawn(( Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))), MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))), Transform::from_xyz(0.0, 0.5, 0.0), )); // Light commands.spawn(( PointLight { shadows_enabled: true, ..default() }, Transform::from_xyz(4.0, 8.0, 4.0), )); // Camera commands.spawn(( Transform::from_translation(Vec3::new(0.0, 1.5, 5.0)), PanOrbitCamera { // Disable smoothing, since the animation takes care of that orbit_smoothness: 0.0, // Probably want to disable the controls enabled: false, ..default() }, )); } // Animate the camera's position fn animate(time: Res