mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 19:43:07 +00:00
61b98ec80f
# Objective - A `Trigger` has multiple associated `Entity`s - the entity observing the event, and the entity that was targeted by the event. - The field `entity: Entity` encodes no semantic information about what the entity is used for, you can already tell that it's an `Entity` by the type signature! ## Solution - Rename `trigger.entity()` to `trigger.target()` --- ## Changelog - `Trigger`s are associated with multiple entities. `Trigger::entity()` has been renamed to `Trigger::target()` to reflect the semantics of the entity being returned. ## Migration Guide - Rename `Trigger::entity()` to `Trigger::target()`. - Rename `ObserverTrigger::entity` to `ObserverTrigger::target`
197 lines
7.6 KiB
Rust
197 lines
7.6 KiB
Rust
//! 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<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// 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::<Pointer<Over>>(hover_matl.clone()))
|
|
.observe(update_material_on::<Pointer<Out>>(white_matl.clone()))
|
|
.observe(update_material_on::<Pointer<Down>>(pressed_matl.clone()))
|
|
.observe(update_material_on::<Pointer<Up>>(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::<Pointer<Over>>(hover_matl.clone()))
|
|
.observe(update_material_on::<Pointer<Out>>(white_matl.clone()))
|
|
.observe(update_material_on::<Pointer<Down>>(pressed_matl.clone()))
|
|
.observe(update_material_on::<Pointer<Up>>(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<E>(
|
|
new_material: Handle<StandardMaterial>,
|
|
) -> impl Fn(Trigger<E>, Query<&mut MeshMaterial3d<StandardMaterial>>) {
|
|
// 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<Shape>>, time: Res<Time>) {
|
|
for mut transform in &mut query {
|
|
transform.rotate_y(time.delta_secs() / 2.);
|
|
}
|
|
}
|
|
|
|
/// An observer to rotate an entity when it is dragged
|
|
fn rotate_on_drag(drag: Trigger<Pointer<Drag>>, mut transforms: Query<&mut Transform>) {
|
|
let mut transform = transforms.get_mut(drag.target()).unwrap();
|
|
transform.rotate_y(drag.delta.x * 0.02);
|
|
transform.rotate_x(drag.delta.y * 0.02);
|
|
}
|