Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/picking/mesh_picking.rs
6592 views
1
//! A simple 3D scene to demonstrate mesh picking.
2
//!
3
//! [`bevy::picking::backend`] provides an API for adding picking hit tests to any entity. To get
4
//! started with picking 3d meshes, the [`MeshPickingPlugin`] is provided as a simple starting
5
//! point, especially useful for debugging. For your game, you may want to use a 3d picking backend
6
//! provided by your physics engine, or a picking shader, depending on your specific use case.
7
//!
8
//! [`bevy::picking`] allows you to compose backends together to make any entity on screen pickable
9
//! with pointers, regardless of how that entity is rendered. For example, `bevy_ui` and
10
//! `bevy_sprite` provide their own picking backends that can be enabled at the same time as this
11
//! mesh picking backend. This makes it painless to deal with cases like the UI or sprites blocking
12
//! meshes underneath them, or vice versa.
13
//!
14
//! If you want to build more complex interactions than afforded by the provided pointer events, you
15
//! may want to use [`MeshRayCast`] or a full physics engine with raycasting capabilities.
16
//!
17
//! By default, the mesh picking plugin will raycast against all entities, which is especially
18
//! useful for debugging. If you want mesh picking to be opt-in, you can set
19
//! [`MeshPickingSettings::require_markers`] to `true` and add a [`Pickable`] component to the
20
//! desired camera and target entities.
21
22
use std::f32::consts::PI;
23
24
use bevy::{color::palettes::tailwind::*, picking::pointer::PointerInteraction, prelude::*};
25
26
fn main() {
27
App::new()
28
// MeshPickingPlugin is not a default plugin
29
.add_plugins((DefaultPlugins, MeshPickingPlugin))
30
.add_systems(Startup, setup_scene)
31
.add_systems(Update, (draw_mesh_intersections, rotate))
32
.run();
33
}
34
35
/// A marker component for our shapes so we can query them separately from the ground plane.
36
#[derive(Component)]
37
struct Shape;
38
39
const SHAPES_X_EXTENT: f32 = 14.0;
40
const EXTRUSION_X_EXTENT: f32 = 16.0;
41
const Z_EXTENT: f32 = 5.0;
42
43
fn setup_scene(
44
mut commands: Commands,
45
mut meshes: ResMut<Assets<Mesh>>,
46
mut materials: ResMut<Assets<StandardMaterial>>,
47
) {
48
// Set up the materials.
49
let white_matl = materials.add(Color::WHITE);
50
let ground_matl = materials.add(Color::from(GRAY_300));
51
let hover_matl = materials.add(Color::from(CYAN_300));
52
let pressed_matl = materials.add(Color::from(YELLOW_300));
53
54
let shapes = [
55
meshes.add(Cuboid::default()),
56
meshes.add(Tetrahedron::default()),
57
meshes.add(Capsule3d::default()),
58
meshes.add(Torus::default()),
59
meshes.add(Cylinder::default()),
60
meshes.add(Cone::default()),
61
meshes.add(ConicalFrustum::default()),
62
meshes.add(Sphere::default().mesh().ico(5).unwrap()),
63
meshes.add(Sphere::default().mesh().uv(32, 18)),
64
];
65
66
let extrusions = [
67
meshes.add(Extrusion::new(Rectangle::default(), 1.)),
68
meshes.add(Extrusion::new(Capsule2d::default(), 1.)),
69
meshes.add(Extrusion::new(Annulus::default(), 1.)),
70
meshes.add(Extrusion::new(Circle::default(), 1.)),
71
meshes.add(Extrusion::new(Ellipse::default(), 1.)),
72
meshes.add(Extrusion::new(RegularPolygon::default(), 1.)),
73
meshes.add(Extrusion::new(Triangle2d::default(), 1.)),
74
];
75
76
let num_shapes = shapes.len();
77
78
// Spawn the shapes. The meshes will be pickable by default.
79
for (i, shape) in shapes.into_iter().enumerate() {
80
commands
81
.spawn((
82
Mesh3d(shape),
83
MeshMaterial3d(white_matl.clone()),
84
Transform::from_xyz(
85
-SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
86
2.0,
87
Z_EXTENT / 2.,
88
)
89
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
90
Shape,
91
))
92
.observe(update_material_on::<Pointer<Over>>(hover_matl.clone()))
93
.observe(update_material_on::<Pointer<Out>>(white_matl.clone()))
94
.observe(update_material_on::<Pointer<Press>>(pressed_matl.clone()))
95
.observe(update_material_on::<Pointer<Release>>(hover_matl.clone()))
96
.observe(rotate_on_drag);
97
}
98
99
let num_extrusions = extrusions.len();
100
101
for (i, shape) in extrusions.into_iter().enumerate() {
102
commands
103
.spawn((
104
Mesh3d(shape),
105
MeshMaterial3d(white_matl.clone()),
106
Transform::from_xyz(
107
-EXTRUSION_X_EXTENT / 2.
108
+ i as f32 / (num_extrusions - 1) as f32 * EXTRUSION_X_EXTENT,
109
2.0,
110
-Z_EXTENT / 2.,
111
)
112
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
113
Shape,
114
))
115
.observe(update_material_on::<Pointer<Over>>(hover_matl.clone()))
116
.observe(update_material_on::<Pointer<Out>>(white_matl.clone()))
117
.observe(update_material_on::<Pointer<Press>>(pressed_matl.clone()))
118
.observe(update_material_on::<Pointer<Release>>(hover_matl.clone()))
119
.observe(rotate_on_drag);
120
}
121
122
// Ground
123
commands.spawn((
124
Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0).subdivisions(10))),
125
MeshMaterial3d(ground_matl.clone()),
126
Pickable::IGNORE, // Disable picking for the ground plane.
127
));
128
129
// Light
130
commands.spawn((
131
PointLight {
132
shadows_enabled: true,
133
intensity: 10_000_000.,
134
range: 100.0,
135
shadow_depth_bias: 0.2,
136
..default()
137
},
138
Transform::from_xyz(8.0, 16.0, 8.0),
139
));
140
141
// Camera
142
commands.spawn((
143
Camera3d::default(),
144
Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
145
));
146
147
// Instructions
148
commands.spawn((
149
Text::new("Hover over the shapes to pick them\nDrag to rotate"),
150
Node {
151
position_type: PositionType::Absolute,
152
top: px(12),
153
left: px(12),
154
..default()
155
},
156
));
157
}
158
159
/// Returns an observer that updates the entity's material to the one specified.
160
fn update_material_on<E: EntityEvent>(
161
new_material: Handle<StandardMaterial>,
162
) -> impl Fn(On<E>, Query<&mut MeshMaterial3d<StandardMaterial>>) {
163
// An observer closure that captures `new_material`. We do this to avoid needing to write four
164
// versions of this observer, each triggered by a different event and with a different hardcoded
165
// material. Instead, the event type is a generic, and the material is passed in.
166
move |trigger, mut query| {
167
if let Ok(mut material) = query.get_mut(trigger.entity()) {
168
material.0 = new_material.clone();
169
}
170
}
171
}
172
173
/// A system that draws hit indicators for every pointer.
174
fn draw_mesh_intersections(pointers: Query<&PointerInteraction>, mut gizmos: Gizmos) {
175
for (point, normal) in pointers
176
.iter()
177
.filter_map(|interaction| interaction.get_nearest_hit())
178
.filter_map(|(_entity, hit)| hit.position.zip(hit.normal))
179
{
180
gizmos.sphere(point, 0.05, RED_500);
181
gizmos.arrow(point, point + normal.normalize() * 0.5, PINK_100);
182
}
183
}
184
185
/// A system that rotates all shapes.
186
fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
187
for mut transform in &mut query {
188
transform.rotate_y(time.delta_secs() / 2.);
189
}
190
}
191
192
/// An observer to rotate an entity when it is dragged
193
fn rotate_on_drag(drag: On<Pointer<Drag>>, mut transforms: Query<&mut Transform>) {
194
let mut transform = transforms.get_mut(drag.entity()).unwrap();
195
transform.rotate_y(drag.delta.x * 0.02);
196
transform.rotate_x(drag.delta.y * 0.02);
197
}
198
199