//! A simple 3D scene to demonstrate mesh picking. //! //! [`bevy::picking::backend`] provides an API for adding picking hit tests to any entity. To get //! started with picking 3d meshes, the [`MeshPickingPlugin`] is provided as a simple starting //! point, especially useful for debugging. For your game, you may want to use a 3d picking backend //! provided by your physics engine, or a picking shader, depending on your specific use case. //! //! [`bevy::picking`] allows you to compose backends together to make any entity on screen pickable //! with pointers, regardless of how that entity is rendered. For example, `bevy_ui` and //! `bevy_sprite` provide their own picking backends that can be enabled at the same time as this //! mesh picking backend. This makes it painless to deal with cases like the UI or sprites blocking //! meshes underneath them, or vice versa. //! //! If you want to build more complex interactions than afforded by the provided pointer events, you //! may want to use [`MeshRayCast`] or a full physics engine with raycasting capabilities. //! //! By default, the mesh picking plugin will raycast against all entities, which is especially //! useful for debugging. If you want mesh picking to be opt-in, you can set //! [`MeshPickingSettings::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::tailwind::*, picking::pointer::PointerInteraction, prelude::*}; fn main() { App::new() // MeshPickingPlugin is not a default plugin .add_plugins((DefaultPlugins, MeshPickingPlugin)) .add_systems(Startup, setup_scene) .add_systems(Update, (draw_mesh_intersections, rotate)) .run(); } /// 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_scene( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // Set up the materials. let white_matl = materials.add(Color::WHITE); let ground_matl = materials.add(Color::from(GRAY_300)); let hover_matl = materials.add(Color::from(CYAN_300)); let pressed_matl = 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(white_matl.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(update_material_on::>(hover_matl.clone())) .observe(update_material_on::>(white_matl.clone())) .observe(update_material_on::>(pressed_matl.clone())) .observe(update_material_on::>(hover_matl.clone())) .observe(rotate_on_drag); } let num_extrusions = extrusions.len(); for (i, shape) in extrusions.into_iter().enumerate() { commands .spawn(( Mesh3d(shape), MeshMaterial3d(white_matl.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(update_material_on::>(hover_matl.clone())) .observe(update_material_on::>(white_matl.clone())) .observe(update_material_on::>(pressed_matl.clone())) .observe(update_material_on::>(hover_matl.clone())) .observe(rotate_on_drag); } // Ground commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0).subdivisions(10))), MeshMaterial3d(ground_matl.clone()), PickingBehavior::IGNORE, // Disable picking for the ground plane. )); // 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\nDrag to rotate"), Node { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }, )); } /// Returns an observer that updates the entity's material to the one specified. fn update_material_on( new_material: Handle, ) -> impl Fn(Trigger, Query<&mut MeshMaterial3d>) { // An observer closure that captures `new_material`. We do this to avoid needing to write four // versions of this observer, each triggered by a different event and with a different hardcoded // material. Instead, the event type is a generic, and the material is passed in. move |trigger, mut query| { if let Ok(mut material) = query.get_mut(trigger.target()) { material.0 = new_material.clone(); } } } /// A system that draws hit indicators for every pointer. fn draw_mesh_intersections(pointers: Query<&PointerInteraction>, mut gizmos: Gizmos) { for (point, normal) in pointers .iter() .filter_map(|interaction| interaction.get_nearest_hit()) .filter_map(|(_entity, hit)| hit.position.zip(hit.normal)) { gizmos.sphere(point, 0.05, RED_500); gizmos.arrow(point, point + normal.normalize() * 0.5, PINK_100); } } /// A system that rotates all shapes. fn rotate(mut query: Query<&mut Transform, With>, time: Res