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https://github.com/bevyengine/bevy
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# Objective - Solves the last bullet in and closes #14319 - Make better use of the `Isometry` types - Prevent issues like #14655 - Probably simplify and clean up a lot of code through the use of Gizmos as well (i.e. the 3D gizmos for cylinders circles & lines don't connect well, probably due to wrong rotations) ## Solution - go through the `bevy_gizmos` crate and give all methods a slight workover ## Testing - For all the changed examples I run `git switch main && cargo rr --example <X> && git switch <BRANCH> && cargo rr --example <X>` and compare the visual results - Check if all doc tests are still compiling - Check the docs in general and update them !!! --- ## Migration Guide The gizmos methods function signature changes as follows: - 2D - if it took `position` & `rotation_angle` before -> `Isometry2d::new(position, Rot2::radians(rotation_angle))` - if it just took `position` before -> `Isometry2d::from_translation(position)` - 3D - if it took `position` & `rotation` before -> `Isometry3d::new(position, rotation)` - if it just took `position` before -> `Isometry3d::from_translation(position)`
38 lines
1,010 B
Rust
38 lines
1,010 B
Rust
//! This example demonstrates how to use the `Camera::viewport_to_world_2d` method.
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use bevy::{color::palettes::basic::WHITE, math::Isometry2d, prelude::*};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, draw_cursor)
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.run();
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}
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fn draw_cursor(
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camera_query: Query<(&Camera, &GlobalTransform)>,
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windows: Query<&Window>,
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mut gizmos: Gizmos,
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) {
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let (camera, camera_transform) = camera_query.single();
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let Ok(window) = windows.get_single() else {
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return;
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};
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let Some(cursor_position) = window.cursor_position() else {
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return;
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};
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// Calculate a world position based on the cursor's position.
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let Some(point) = camera.viewport_to_world_2d(camera_transform, cursor_position) else {
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return;
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};
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gizmos.circle_2d(Isometry2d::from_translation(point), 10., WHITE);
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}
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fn setup(mut commands: Commands) {
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commands.spawn(Camera2dBundle::default());
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}
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