mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
238 lines
7.4 KiB
Rust
238 lines
7.4 KiB
Rust
|
//! A simple 3D scene to demonstrate mesh picking.
|
||
|
//!
|
||
|
//! By default, all meshes are pickable. Picking can be disabled for individual entities
|
||
|
//! by adding [`PickingBehavior::IGNORE`].
|
||
|
//!
|
||
|
//! If you want mesh picking to be entirely opt-in, you can set [`MeshPickingBackendSettings::require_markers`]
|
||
|
//! to `true` and add a [`RayCastPickable`] component to the desired camera and target entities.
|
||
|
|
||
|
use std::f32::consts::PI;
|
||
|
|
||
|
use bevy::{
|
||
|
color::palettes::{
|
||
|
css::{PINK, RED, SILVER},
|
||
|
tailwind::{CYAN_300, YELLOW_300},
|
||
|
},
|
||
|
picking::backend::PointerHits,
|
||
|
prelude::*,
|
||
|
};
|
||
|
|
||
|
fn main() {
|
||
|
App::new()
|
||
|
.add_plugins(DefaultPlugins)
|
||
|
.init_resource::<SceneMaterials>()
|
||
|
.add_systems(Startup, setup)
|
||
|
.add_systems(Update, (on_mesh_hover, rotate))
|
||
|
.run();
|
||
|
}
|
||
|
|
||
|
/// Materials for the scene
|
||
|
#[derive(Resource, Default)]
|
||
|
struct SceneMaterials {
|
||
|
pub white: Handle<StandardMaterial>,
|
||
|
pub ground: Handle<StandardMaterial>,
|
||
|
pub hover: Handle<StandardMaterial>,
|
||
|
pub pressed: Handle<StandardMaterial>,
|
||
|
}
|
||
|
|
||
|
/// A marker component for our shapes so we can query them separately from the ground plane.
|
||
|
#[derive(Component)]
|
||
|
struct Shape;
|
||
|
|
||
|
const SHAPES_X_EXTENT: f32 = 14.0;
|
||
|
const EXTRUSION_X_EXTENT: f32 = 16.0;
|
||
|
const Z_EXTENT: f32 = 5.0;
|
||
|
|
||
|
fn setup(
|
||
|
mut commands: Commands,
|
||
|
mut meshes: ResMut<Assets<Mesh>>,
|
||
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
||
|
mut scene_materials: ResMut<SceneMaterials>,
|
||
|
) {
|
||
|
// Set up the materials.
|
||
|
scene_materials.white = materials.add(Color::WHITE);
|
||
|
scene_materials.ground = materials.add(Color::from(SILVER));
|
||
|
scene_materials.hover = materials.add(Color::from(CYAN_300));
|
||
|
scene_materials.pressed = materials.add(Color::from(YELLOW_300));
|
||
|
|
||
|
let shapes = [
|
||
|
meshes.add(Cuboid::default()),
|
||
|
meshes.add(Tetrahedron::default()),
|
||
|
meshes.add(Capsule3d::default()),
|
||
|
meshes.add(Torus::default()),
|
||
|
meshes.add(Cylinder::default()),
|
||
|
meshes.add(Cone::default()),
|
||
|
meshes.add(ConicalFrustum::default()),
|
||
|
meshes.add(Sphere::default().mesh().ico(5).unwrap()),
|
||
|
meshes.add(Sphere::default().mesh().uv(32, 18)),
|
||
|
];
|
||
|
|
||
|
let extrusions = [
|
||
|
meshes.add(Extrusion::new(Rectangle::default(), 1.)),
|
||
|
meshes.add(Extrusion::new(Capsule2d::default(), 1.)),
|
||
|
meshes.add(Extrusion::new(Annulus::default(), 1.)),
|
||
|
meshes.add(Extrusion::new(Circle::default(), 1.)),
|
||
|
meshes.add(Extrusion::new(Ellipse::default(), 1.)),
|
||
|
meshes.add(Extrusion::new(RegularPolygon::default(), 1.)),
|
||
|
meshes.add(Extrusion::new(Triangle2d::default(), 1.)),
|
||
|
];
|
||
|
|
||
|
let num_shapes = shapes.len();
|
||
|
|
||
|
// Spawn the shapes. The meshes will be pickable by default.
|
||
|
for (i, shape) in shapes.into_iter().enumerate() {
|
||
|
commands
|
||
|
.spawn((
|
||
|
Mesh3d(shape),
|
||
|
MeshMaterial3d(scene_materials.white.clone()),
|
||
|
Transform::from_xyz(
|
||
|
-SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
|
||
|
2.0,
|
||
|
Z_EXTENT / 2.,
|
||
|
)
|
||
|
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
|
||
|
Shape,
|
||
|
))
|
||
|
.observe(on_pointer_over)
|
||
|
.observe(on_pointer_out)
|
||
|
.observe(on_pointer_down)
|
||
|
.observe(on_pointer_up);
|
||
|
}
|
||
|
|
||
|
let num_extrusions = extrusions.len();
|
||
|
|
||
|
for (i, shape) in extrusions.into_iter().enumerate() {
|
||
|
commands
|
||
|
.spawn((
|
||
|
Mesh3d(shape),
|
||
|
MeshMaterial3d(scene_materials.white.clone()),
|
||
|
Transform::from_xyz(
|
||
|
-EXTRUSION_X_EXTENT / 2.
|
||
|
+ i as f32 / (num_extrusions - 1) as f32 * EXTRUSION_X_EXTENT,
|
||
|
2.0,
|
||
|
-Z_EXTENT / 2.,
|
||
|
)
|
||
|
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
|
||
|
Shape,
|
||
|
))
|
||
|
.observe(on_pointer_over)
|
||
|
.observe(on_pointer_out)
|
||
|
.observe(on_pointer_down)
|
||
|
.observe(on_pointer_up);
|
||
|
}
|
||
|
|
||
|
// Disable picking for the ground plane.
|
||
|
commands.spawn((
|
||
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0).subdivisions(10))),
|
||
|
MeshMaterial3d(scene_materials.ground.clone()),
|
||
|
PickingBehavior::IGNORE,
|
||
|
));
|
||
|
|
||
|
// Light
|
||
|
commands.spawn((
|
||
|
PointLight {
|
||
|
shadows_enabled: true,
|
||
|
intensity: 10_000_000.,
|
||
|
range: 100.0,
|
||
|
shadow_depth_bias: 0.2,
|
||
|
..default()
|
||
|
},
|
||
|
Transform::from_xyz(8.0, 16.0, 8.0),
|
||
|
));
|
||
|
|
||
|
// Camera
|
||
|
commands.spawn((
|
||
|
Camera3d::default(),
|
||
|
Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
|
||
|
));
|
||
|
|
||
|
// Instructions
|
||
|
commands.spawn((
|
||
|
Text::new("Hover over the shapes to pick them"),
|
||
|
Style {
|
||
|
position_type: PositionType::Absolute,
|
||
|
top: Val::Px(12.0),
|
||
|
left: Val::Px(12.0),
|
||
|
..default()
|
||
|
},
|
||
|
));
|
||
|
}
|
||
|
|
||
|
/// Changes the material when the pointer is over the mesh.
|
||
|
fn on_pointer_over(
|
||
|
trigger: Trigger<Pointer<Over>>,
|
||
|
scene_materials: Res<SceneMaterials>,
|
||
|
mut query: Query<&mut MeshMaterial3d<StandardMaterial>>,
|
||
|
) {
|
||
|
if let Ok(mut material) = query.get_mut(trigger.entity()) {
|
||
|
material.0 = scene_materials.hover.clone();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// Resets the material when the pointer leaves the mesh.
|
||
|
fn on_pointer_out(
|
||
|
trigger: Trigger<Pointer<Out>>,
|
||
|
scene_materials: Res<SceneMaterials>,
|
||
|
mut query: Query<&mut MeshMaterial3d<StandardMaterial>>,
|
||
|
) {
|
||
|
if let Ok(mut material) = query.get_mut(trigger.entity()) {
|
||
|
material.0 = scene_materials.white.clone();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// Changes the material when the pointer is pressed.
|
||
|
fn on_pointer_down(
|
||
|
trigger: Trigger<Pointer<Down>>,
|
||
|
scene_materials: Res<SceneMaterials>,
|
||
|
mut query: Query<&mut MeshMaterial3d<StandardMaterial>>,
|
||
|
) {
|
||
|
if let Ok(mut material) = query.get_mut(trigger.entity()) {
|
||
|
material.0 = scene_materials.pressed.clone();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// Resets the material when the pointer is released.
|
||
|
fn on_pointer_up(
|
||
|
trigger: Trigger<Pointer<Up>>,
|
||
|
scene_materials: Res<SceneMaterials>,
|
||
|
mut query: Query<&mut MeshMaterial3d<StandardMaterial>>,
|
||
|
) {
|
||
|
if let Ok(mut material) = query.get_mut(trigger.entity()) {
|
||
|
material.0 = scene_materials.hover.clone();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// Draws the closest point of intersection for pointer hits.
|
||
|
fn on_mesh_hover(
|
||
|
mut pointer_hits: EventReader<PointerHits>,
|
||
|
meshes: Query<Entity, With<Mesh3d>>,
|
||
|
mut gizmos: Gizmos,
|
||
|
) {
|
||
|
for hit in pointer_hits.read() {
|
||
|
// Get the first mesh hit.
|
||
|
// The hits are sorted by distance from the camera, so this is the closest hit.
|
||
|
let Some(closest_hit) = hit
|
||
|
.picks
|
||
|
.iter()
|
||
|
.filter_map(|(entity, hit)| meshes.get(*entity).map(|_| hit).ok())
|
||
|
.next()
|
||
|
else {
|
||
|
continue;
|
||
|
};
|
||
|
|
||
|
let (Some(point), Some(normal)) = (closest_hit.position, closest_hit.normal) else {
|
||
|
return;
|
||
|
};
|
||
|
|
||
|
gizmos.sphere(point, 0.05, RED);
|
||
|
gizmos.arrow(point, point + normal * 0.5, PINK);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// Rotates the shapes.
|
||
|
fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
|
||
|
for mut transform in &mut query {
|
||
|
transform.rotate_y(time.delta_seconds() / 2.);
|
||
|
}
|
||
|
}
|