 d96a9d15f6
			
		
	
	
		d96a9d15f6
		
			
		
	
	
	
	
		
			
			# Objective - closes #15866 ## Solution - Simply migrate where possible. ## Testing - Expect that CI will do most of the work. Examples is another way of testing this, as most of the work is in that area. --- ## Notes For now, this PR doesn't migrate `QueryState::single` and friends as for now, this look like another issue. So for example, QueryBuilders that used single or `World::query` that used single wasn't migrated. If there is a easy way to migrate those, please let me know. Most of the uses of `Query::single` were removed, the only other uses that I found was related to tests of said methods, so will probably be removed when we remove `Query::single`.
		
			
				
	
	
		
			76 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example demonstrates how to use the `Camera::viewport_to_world` method.
 | |
| 
 | |
| use bevy::prelude::*;
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, draw_cursor)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn draw_cursor(
 | |
|     camera_query: Single<(&Camera, &GlobalTransform)>,
 | |
|     ground: Single<&GlobalTransform, With<Ground>>,
 | |
|     windows: Single<&Window>,
 | |
|     mut gizmos: Gizmos,
 | |
| ) {
 | |
|     let (camera, camera_transform) = *camera_query;
 | |
| 
 | |
|     let Some(cursor_position) = windows.cursor_position() else {
 | |
|         return;
 | |
|     };
 | |
| 
 | |
|     // Calculate a ray pointing from the camera into the world based on the cursor's position.
 | |
|     let Ok(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
 | |
|         return;
 | |
|     };
 | |
| 
 | |
|     // Calculate if and where the ray is hitting the ground plane.
 | |
|     let Some(distance) =
 | |
|         ray.intersect_plane(ground.translation(), InfinitePlane3d::new(ground.up()))
 | |
|     else {
 | |
|         return;
 | |
|     };
 | |
|     let point = ray.get_point(distance);
 | |
| 
 | |
|     // Draw a circle just above the ground plane at that position.
 | |
|     gizmos.circle(
 | |
|         Isometry3d::new(
 | |
|             point + ground.up() * 0.01,
 | |
|             Quat::from_rotation_arc(Vec3::Z, ground.up().as_vec3()),
 | |
|         ),
 | |
|         0.2,
 | |
|         Color::WHITE,
 | |
|     );
 | |
| }
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct Ground;
 | |
| 
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     // plane
 | |
|     commands.spawn((
 | |
|         Mesh3d(meshes.add(Plane3d::default().mesh().size(20., 20.))),
 | |
|         MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
 | |
|         Ground,
 | |
|     ));
 | |
| 
 | |
|     // light
 | |
|     commands.spawn((
 | |
|         DirectionalLight::default(),
 | |
|         Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|     ));
 | |
| 
 | |
|     // camera
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|     ));
 | |
| }
 |