 03372e590d
			
		
	
	
		03372e590d
		
			
		
	
	
	
	
		
			
			# Objective - Cleanup pass to make the examples a bit more succinct, focusing on the topic at hand. - Added drag rotation to make the picking examples more interesting, and to demonstrate a simple use case.
		
			
				
	
	
		
			89 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			89 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A simple scene to demonstrate picking events for UI and mesh entities.
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| 
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| use bevy::prelude::*;
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| 
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| fn main() {
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|     App::new()
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|         // Unlike UiPickingPlugin, MeshPickingPlugin is not a default plugin
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|         .add_plugins((DefaultPlugins, MeshPickingPlugin))
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|         .add_systems(Startup, setup_scene)
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|         .run();
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| }
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| 
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| fn setup_scene(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     commands
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|         .spawn((
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|             Text::new("Click Me to get a box\nDrag cubes to rotate"),
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|             Node {
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|                 position_type: PositionType::Absolute,
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|                 top: Val::Percent(12.0),
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|                 left: Val::Percent(12.0),
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|                 ..default()
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|             },
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|         ))
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|         .observe(on_click_spawn_cube)
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|         .observe(
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|             |out: Trigger<Pointer<Out>>, mut texts: Query<&mut TextColor>| {
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|                 let mut text_color = texts.get_mut(out.entity()).unwrap();
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|                 text_color.0 = Color::WHITE;
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|             },
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|         )
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|         .observe(
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|             |over: Trigger<Pointer<Over>>, mut texts: Query<&mut TextColor>| {
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|                 let mut color = texts.get_mut(over.entity()).unwrap();
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|                 color.0 = bevy::color::palettes::tailwind::CYAN_400.into();
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|             },
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|         );
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| 
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|     // Base
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|     commands.spawn((
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|         Mesh3d(meshes.add(Circle::new(4.0))),
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|         MeshMaterial3d(materials.add(Color::WHITE)),
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|         Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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|     ));
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| 
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|     // Light
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|     commands.spawn((
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|         PointLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Transform::from_xyz(4.0, 8.0, 4.0),
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|     ));
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| 
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|     // Camera
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|     commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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|     ));
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| }
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| 
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| fn on_click_spawn_cube(
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|     _click: Trigger<Pointer<Click>>,
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     mut num: Local<usize>,
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| ) {
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|     commands
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|         .spawn((
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|             Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
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|             MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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|             Transform::from_xyz(0.0, 0.25 + 0.55 * *num as f32, 0.0),
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|         ))
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|         // With the MeshPickingPlugin added, you can add pointer event observers to meshes:
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|         .observe(on_drag_rotate);
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|     *num += 1;
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| }
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| 
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| fn on_drag_rotate(drag: Trigger<Pointer<Drag>>, mut transforms: Query<&mut Transform>) {
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|     if let Ok(mut transform) = transforms.get_mut(drag.entity()) {
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|         transform.rotate_y(drag.delta.x * 0.02);
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|         transform.rotate_x(drag.delta.y * 0.02);
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|     }
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| }
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