# Objective The debug features (`DebugPickingPlugin`) from `bevy_mod_picking` were not upstreamed with the rest of the core changes, this PR reintroduces it for usage inside `bevy_dev_tools` ## Solution Vast majority of this code is taken as-is from `bevy_mod_picking` aside from changes to ensure compilation and code style, as such @aevyrie was added as the co-author for this change. ### Main changes * `multiselection` support - the relevant code was explicitly not included in the process of upstreaming the rest of the package, so it also has been omitted here. * `bevy_egui` support - the old package had a preference for using `bevy_egui` instead of `bevy_ui` if possible, I couldn't see a way to support this in a core crate, so this has been removed. Relevant code has been added to the `bevy_dev_tools` crate instead of `bevy_picking` as it is a better fit and requires a dependency on `bevy_ui` for drawing debug elements. ### Minor changes * Changed the debug text size from `60` to `12` as the former was so large as to be unreadable in the new example. ## Testing * `cargo run -p ci` * Added a new example in `dev_tools/picking_debug` and visually verified the in-window results and the console messages --------- Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
		
			
				
	
	
		
			111 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A simple scene to demonstrate picking events for UI and mesh entities,
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//! Demonstrates how to change debug settings
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use bevy::dev_tools::picking_debug::{DebugPickingMode, DebugPickingPlugin};
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(bevy::log::LogPlugin {
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            filter: "bevy_dev_tools=trace".into(), // Show picking logs trace level and up
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            ..default()
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        }))
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        // Unlike UiPickingPlugin, MeshPickingPlugin is not a default plugin
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        .add_plugins((MeshPickingPlugin, DebugPickingPlugin))
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        .add_systems(Startup, setup_scene)
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        .insert_resource(DebugPickingMode::Normal)
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        // A system that cycles the debugging state when you press F3:
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        .add_systems(
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            PreUpdate,
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            (|mut mode: ResMut<DebugPickingMode>| {
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                *mode = match *mode {
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                    DebugPickingMode::Disabled => DebugPickingMode::Normal,
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                    DebugPickingMode::Normal => DebugPickingMode::Noisy,
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                    DebugPickingMode::Noisy => DebugPickingMode::Disabled,
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                }
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            })
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            .distributive_run_if(bevy::input::common_conditions::input_just_pressed(
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                KeyCode::F3,
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            )),
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        )
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        .run();
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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\nPress F3 to cycle between picking debug levels"),
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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.target()).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.target()).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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    // Base
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    commands.spawn((
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        Name::new("Base"),
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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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    // 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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    // 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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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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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.target()) {
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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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