//! This example demonstrates how to use the `Camera::viewport_to_world` method. use bevy::math::primitives::Direction3d; use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, draw_cursor) .run(); } fn draw_cursor( camera_query: Query<(&Camera, &GlobalTransform)>, ground_query: Query<&GlobalTransform, With>, windows: Query<&Window>, mut gizmos: Gizmos, ) { let (camera, camera_transform) = camera_query.single(); let ground = ground_query.single(); let Some(cursor_position) = windows.single().cursor_position() else { return; }; // Calculate a ray pointing from the camera into the world based on the cursor's position. let Some(ray) = camera.viewport_to_world(camera_transform, cursor_position) else { return; }; // Calculate if and where the ray is hitting the ground plane. let Some(distance) = ray.intersect_plane(ground.translation(), Plane3d::new(ground.up())) else { return; }; let point = ray.get_point(distance); // Draw a circle just above the ground plane at that position. gizmos.circle( point + ground.up() * 0.01, Direction3d::new_unchecked(ground.up()), // Up vector is already normalized. 0.2, Color::WHITE, ); } #[derive(Component)] struct Ground; fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.spawn(( PbrBundle { mesh: meshes.add(shape::Plane::from_size(20.)), material: materials.add(Color::rgb(0.3, 0.5, 0.3)), ..default() }, Ground, )); // light commands.spawn(DirectionalLightBundle { transform: Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y), directional_light: DirectionalLight { illuminance: 2000.0, ..default() }, ..default() }); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); }