//! A simple scene to demonstrate picking events for UI and mesh entities. use bevy::prelude::*; fn main() { App::new() .add_plugins(( DefaultPlugins, MeshPickingPlugin, // Needed for mesh picking, not added by default )) .add_systems(Startup, setup) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { commands .spawn(( Text::new("Click Me to get a box\nDrag cubes to rotate"), Node { position_type: PositionType::Absolute, top: Val::Percent(12.0), left: Val::Percent(12.0), ..default() }, )) .observe(on_pointer_click_spawn_cube) .observe( |evt: Trigger>, mut texts: Query<&mut TextColor>| { let mut color = texts.get_mut(evt.entity()).unwrap(); color.0 = Color::WHITE; }, ) .observe( |evt: Trigger>, mut texts: Query<&mut TextColor>| { let mut color = texts.get_mut(evt.entity()).unwrap(); color.0 = bevy::color::palettes::tailwind::CYAN_400.into(); }, ); // circular base commands.spawn(( Mesh3d(meshes.add(Circle::new(4.0))), MeshMaterial3d(materials.add(Color::WHITE)), Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)), )); // light commands.spawn(( PointLight { shadows_enabled: true, ..default() }, Transform::from_xyz(4.0, 8.0, 4.0), )); // camera commands.spawn(( Camera3d::default(), Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y), )); } fn on_pointer_click_spawn_cube( _click: Trigger>, mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, mut num: Local, ) { commands .spawn(( Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))), MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))), Transform::from_xyz(0.0, 0.25 + 0.55 * *num as f32, 0.0), )) // With the MeshPickingPlugin added, you can add pointer event observers to meshes as well: .observe( |drag: Trigger>, mut transforms: Query<&mut Transform>| { if let Ok(mut transform) = transforms.get_mut(drag.entity()) { transform.rotate_y(drag.delta.x * 0.02); transform.rotate_x(drag.delta.y * 0.02); } }, ); *num += 1; }