mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
Picking example touchups (#16129)
# Objective - Cleanup pass to make the examples a bit more succinct, focusing on the topic at hand. - Added drag rotation to make the picking examples more interesting, and to demonstrate a simple use case.
This commit is contained in:
parent
8b636f32cf
commit
03372e590d
2 changed files with 80 additions and 138 deletions
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@ -21,38 +21,17 @@
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use std::f32::consts::PI;
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use std::f32::consts::PI;
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use bevy::{
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use bevy::{color::palettes::tailwind::*, picking::pointer::PointerInteraction, prelude::*};
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color::palettes::{
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css::{PINK, RED, SILVER},
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tailwind::{CYAN_300, YELLOW_300},
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},
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picking::backend::PointerHits,
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prelude::*,
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};
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fn main() {
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fn main() {
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App::new()
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App::new()
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.add_plugins((
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// MeshPickingPlugin is not a default plugin
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DefaultPlugins,
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.add_plugins((DefaultPlugins, MeshPickingPlugin))
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// The mesh picking plugin is not enabled by default, because raycasting against all
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.add_systems(Startup, setup_scene)
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// meshes has a performance cost.
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.add_systems(Update, (draw_mesh_intersections, rotate))
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MeshPickingPlugin,
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))
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.init_resource::<SceneMaterials>()
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.add_systems(Startup, setup)
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.add_systems(Update, (on_mesh_hover, rotate))
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.run();
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.run();
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}
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}
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/// Materials for the scene
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#[derive(Resource, Default)]
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struct SceneMaterials {
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pub white: Handle<StandardMaterial>,
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pub ground: Handle<StandardMaterial>,
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pub hover: Handle<StandardMaterial>,
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pub pressed: Handle<StandardMaterial>,
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}
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/// A marker component for our shapes so we can query them separately from the ground plane.
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/// A marker component for our shapes so we can query them separately from the ground plane.
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#[derive(Component)]
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#[derive(Component)]
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struct Shape;
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struct Shape;
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@ -61,17 +40,16 @@ const SHAPES_X_EXTENT: f32 = 14.0;
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const EXTRUSION_X_EXTENT: f32 = 16.0;
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const EXTRUSION_X_EXTENT: f32 = 16.0;
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const Z_EXTENT: f32 = 5.0;
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const Z_EXTENT: f32 = 5.0;
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fn setup(
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fn setup_scene(
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mut commands: Commands,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut scene_materials: ResMut<SceneMaterials>,
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) {
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) {
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// Set up the materials.
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// Set up the materials.
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scene_materials.white = materials.add(Color::WHITE);
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let white_matl = materials.add(Color::WHITE);
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scene_materials.ground = materials.add(Color::from(SILVER));
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let ground_matl = materials.add(Color::from(GRAY_300));
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scene_materials.hover = materials.add(Color::from(CYAN_300));
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let hover_matl = materials.add(Color::from(CYAN_300));
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scene_materials.pressed = materials.add(Color::from(YELLOW_300));
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let pressed_matl = materials.add(Color::from(YELLOW_300));
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let shapes = [
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let shapes = [
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meshes.add(Cuboid::default()),
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meshes.add(Cuboid::default()),
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@ -102,7 +80,7 @@ fn setup(
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commands
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commands
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.spawn((
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.spawn((
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Mesh3d(shape),
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Mesh3d(shape),
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MeshMaterial3d(scene_materials.white.clone()),
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MeshMaterial3d(white_matl.clone()),
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Transform::from_xyz(
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Transform::from_xyz(
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-SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
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-SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
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2.0,
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2.0,
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@ -111,10 +89,11 @@ fn setup(
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.with_rotation(Quat::from_rotation_x(-PI / 4.)),
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.with_rotation(Quat::from_rotation_x(-PI / 4.)),
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Shape,
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Shape,
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))
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))
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.observe(on_pointer_over)
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.observe(update_material_on::<Pointer<Over>>(hover_matl.clone()))
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.observe(on_pointer_out)
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.observe(update_material_on::<Pointer<Out>>(white_matl.clone()))
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.observe(on_pointer_down)
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.observe(update_material_on::<Pointer<Down>>(pressed_matl.clone()))
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.observe(on_pointer_up);
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.observe(update_material_on::<Pointer<Up>>(hover_matl.clone()))
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.observe(rotate_on_drag);
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}
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}
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let num_extrusions = extrusions.len();
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let num_extrusions = extrusions.len();
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commands
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commands
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.spawn((
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.spawn((
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Mesh3d(shape),
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Mesh3d(shape),
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MeshMaterial3d(scene_materials.white.clone()),
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MeshMaterial3d(white_matl.clone()),
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Transform::from_xyz(
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Transform::from_xyz(
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-EXTRUSION_X_EXTENT / 2.
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-EXTRUSION_X_EXTENT / 2.
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+ i as f32 / (num_extrusions - 1) as f32 * EXTRUSION_X_EXTENT,
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+ i as f32 / (num_extrusions - 1) as f32 * EXTRUSION_X_EXTENT,
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@ -133,17 +112,18 @@ fn setup(
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.with_rotation(Quat::from_rotation_x(-PI / 4.)),
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.with_rotation(Quat::from_rotation_x(-PI / 4.)),
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Shape,
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Shape,
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))
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))
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.observe(on_pointer_over)
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.observe(update_material_on::<Pointer<Over>>(hover_matl.clone()))
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.observe(on_pointer_out)
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.observe(update_material_on::<Pointer<Out>>(white_matl.clone()))
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.observe(on_pointer_down)
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.observe(update_material_on::<Pointer<Down>>(pressed_matl.clone()))
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.observe(on_pointer_up);
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.observe(update_material_on::<Pointer<Up>>(hover_matl.clone()))
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.observe(rotate_on_drag);
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}
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}
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// Disable picking for the ground plane.
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// Ground
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commands.spawn((
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0).subdivisions(10))),
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Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0).subdivisions(10))),
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MeshMaterial3d(scene_materials.ground.clone()),
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MeshMaterial3d(ground_matl.clone()),
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PickingBehavior::IGNORE,
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PickingBehavior::IGNORE, // Disable picking for the ground plane.
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));
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));
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// Light
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// Light
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// Instructions
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// Instructions
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commands.spawn((
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commands.spawn((
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Text::new("Hover over the shapes to pick them"),
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Text::new("Hover over the shapes to pick them\nDrag to rotate"),
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Node {
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Node {
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position_type: PositionType::Absolute,
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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top: Val::Px(12.0),
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));
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));
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}
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}
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/// Changes the material when the pointer is over the mesh.
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/// Returns an observer that updates the entity's material to the one specified.
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fn on_pointer_over(
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fn update_material_on<E>(
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trigger: Trigger<Pointer<Over>>,
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new_material: Handle<StandardMaterial>,
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scene_materials: Res<SceneMaterials>,
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) -> impl Fn(Trigger<E>, Query<&mut MeshMaterial3d<StandardMaterial>>) {
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mut query: Query<&mut MeshMaterial3d<StandardMaterial>>,
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// An observer closure that captures `new_material`. We do this to avoid needing to write four
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) {
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// versions of this observer, each triggered by a different event and with a different hardcoded
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if let Ok(mut material) = query.get_mut(trigger.entity()) {
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// material. Instead, the event type is a generic, and the material is passed in.
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material.0 = scene_materials.hover.clone();
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move |trigger, mut query| {
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if let Ok(mut material) = query.get_mut(trigger.entity()) {
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material.0 = new_material.clone();
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}
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}
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}
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}
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}
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/// Resets the material when the pointer leaves the mesh.
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/// A system that draws hit indicators for every pointer.
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fn on_pointer_out(
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fn draw_mesh_intersections(pointers: Query<&PointerInteraction>, mut gizmos: Gizmos) {
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trigger: Trigger<Pointer<Out>>,
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for (point, normal) in pointers
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scene_materials: Res<SceneMaterials>,
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.iter()
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mut query: Query<&mut MeshMaterial3d<StandardMaterial>>,
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.filter_map(|interaction| interaction.get_nearest_hit())
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) {
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.filter_map(|(_entity, hit)| hit.position.zip(hit.normal))
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if let Ok(mut material) = query.get_mut(trigger.entity()) {
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{
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material.0 = scene_materials.white.clone();
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gizmos.sphere(point, 0.05, RED_500);
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gizmos.arrow(point, point + normal.normalize() * 0.5, PINK_100);
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}
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}
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}
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}
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/// Changes the material when the pointer is pressed.
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/// A system that rotates all shapes.
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fn on_pointer_down(
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trigger: Trigger<Pointer<Down>>,
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scene_materials: Res<SceneMaterials>,
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mut query: Query<&mut MeshMaterial3d<StandardMaterial>>,
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) {
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if let Ok(mut material) = query.get_mut(trigger.entity()) {
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material.0 = scene_materials.pressed.clone();
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}
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}
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/// Resets the material when the pointer is released.
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fn on_pointer_up(
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trigger: Trigger<Pointer<Up>>,
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scene_materials: Res<SceneMaterials>,
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mut query: Query<&mut MeshMaterial3d<StandardMaterial>>,
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) {
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if let Ok(mut material) = query.get_mut(trigger.entity()) {
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material.0 = scene_materials.hover.clone();
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}
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}
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/// Draws the closest point of intersection for pointer hits.
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fn on_mesh_hover(
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mut pointer_hits: EventReader<PointerHits>,
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meshes: Query<Entity, With<Mesh3d>>,
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mut gizmos: Gizmos,
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) {
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for hit in pointer_hits.read() {
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// Get the first mesh hit.
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// The hits are sorted by distance from the camera, so this is the closest hit.
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let Some(closest_hit) = hit
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.picks
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.iter()
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.filter_map(|(entity, hit)| meshes.get(*entity).map(|_| hit).ok())
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.next()
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else {
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continue;
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};
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let (Some(point), Some(normal)) = (closest_hit.position, closest_hit.normal) else {
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return;
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};
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gizmos.sphere(point, 0.05, RED);
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gizmos.arrow(point, point + normal * 0.5, PINK);
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}
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}
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/// Rotates the shapes.
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fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
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fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
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for mut transform in &mut query {
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for mut transform in &mut query {
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transform.rotate_y(time.delta_secs() / 2.);
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transform.rotate_y(time.delta_secs() / 2.);
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}
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}
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}
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}
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/// An observer to rotate an entity when it is dragged
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fn rotate_on_drag(drag: Trigger<Pointer<Drag>>, mut transforms: Query<&mut Transform>) {
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let mut transform = transforms.get_mut(drag.entity()).unwrap();
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transform.rotate_y(drag.delta.x * 0.02);
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transform.rotate_x(drag.delta.y * 0.02);
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}
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@ -4,16 +4,13 @@ use bevy::prelude::*;
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fn main() {
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fn main() {
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App::new()
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App::new()
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.add_plugins((
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// Unlike UiPickingPlugin, MeshPickingPlugin is not a default plugin
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DefaultPlugins,
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.add_plugins((DefaultPlugins, MeshPickingPlugin))
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MeshPickingPlugin, // Needed for mesh picking, not added by default
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.add_systems(Startup, setup_scene)
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))
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.add_systems(Startup, setup)
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.run();
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.run();
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}
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}
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/// set up a simple 3D scene
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fn setup_scene(
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fn setup(
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mut commands: Commands,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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..default()
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..default()
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},
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},
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))
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))
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.observe(on_pointer_click_spawn_cube)
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.observe(on_click_spawn_cube)
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.observe(
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.observe(
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|evt: Trigger<Pointer<Out>>, mut texts: Query<&mut TextColor>| {
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|out: Trigger<Pointer<Out>>, mut texts: Query<&mut TextColor>| {
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let mut color = texts.get_mut(evt.entity()).unwrap();
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let mut text_color = texts.get_mut(out.entity()).unwrap();
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color.0 = Color::WHITE;
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text_color.0 = Color::WHITE;
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},
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},
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)
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)
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.observe(
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.observe(
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|evt: Trigger<Pointer<Over>>, mut texts: Query<&mut TextColor>| {
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|over: Trigger<Pointer<Over>>, mut texts: Query<&mut TextColor>| {
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let mut color = texts.get_mut(evt.entity()).unwrap();
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let mut color = texts.get_mut(over.entity()).unwrap();
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color.0 = bevy::color::palettes::tailwind::CYAN_400.into();
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color.0 = bevy::color::palettes::tailwind::CYAN_400.into();
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},
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},
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);
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);
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// circular base
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// Base
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commands.spawn((
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(4.0))),
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Mesh3d(meshes.add(Circle::new(4.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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));
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));
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// light
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// Light
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commands.spawn((
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commands.spawn((
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PointLight {
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PointLight {
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shadows_enabled: true,
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shadows_enabled: true,
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@ -55,14 +54,15 @@ fn setup(
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},
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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));
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// camera
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// Camera
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commands.spawn((
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commands.spawn((
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Camera3d::default(),
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Camera3d::default(),
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Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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));
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}
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}
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fn on_pointer_click_spawn_cube(
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fn on_click_spawn_cube(
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_click: Trigger<Pointer<Click>>,
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_click: Trigger<Pointer<Click>>,
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mut commands: Commands,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut meshes: ResMut<Assets<Mesh>>,
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@ -75,14 +75,14 @@ fn on_pointer_click_spawn_cube(
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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Transform::from_xyz(0.0, 0.25 + 0.55 * *num as f32, 0.0),
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Transform::from_xyz(0.0, 0.25 + 0.55 * *num as f32, 0.0),
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))
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))
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// With the MeshPickingPlugin added, you can add pointer event observers to meshes as well:
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// With the MeshPickingPlugin added, you can add pointer event observers to meshes:
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.observe(
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.observe(on_drag_rotate);
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|drag: Trigger<Pointer<Drag>>, mut transforms: Query<&mut Transform>| {
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if let Ok(mut transform) = transforms.get_mut(drag.entity()) {
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transform.rotate_y(drag.delta.x * 0.02);
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transform.rotate_x(drag.delta.y * 0.02);
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}
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},
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);
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*num += 1;
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*num += 1;
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}
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}
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fn on_drag_rotate(drag: Trigger<Pointer<Drag>>, mut transforms: Query<&mut Transform>) {
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if let Ok(mut transform) = transforms.get_mut(drag.entity()) {
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transform.rotate_y(drag.delta.x * 0.02);
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transform.rotate_x(drag.delta.y * 0.02);
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}
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in a new issue