//! This example demonstrates how to use the `Camera::viewport_to_world` method. 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: Single<(&Camera, &GlobalTransform)>, ground: Single<&GlobalTransform, With>, windows: Single<&Window>, mut gizmos: Gizmos, ) { let (camera, camera_transform) = *camera_query; let Some(cursor_position) = windows.cursor_position() else { return; }; // Calculate a ray pointing from the camera into the world based on the cursor's position. let Ok(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(), InfinitePlane3d::new(ground.up())) else { return; }; let point = ray.get_point(distance); // Draw a circle just above the ground plane at that position. gizmos.circle( Isometry3d::new( point + ground.up() * 0.01, Quat::from_rotation_arc(Vec3::Z, ground.up().as_vec3()), ), 0.2, Color::WHITE, ); } #[derive(Component)] struct Ground; fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(20., 20.))), MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))), Ground, )); // light commands.spawn(( DirectionalLight::default(), Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y), )); // camera commands.spawn(( Camera3d::default(), Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y), )); }