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picking.rs
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picking.rs
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//! A simple 3D scene to demonstrate physics picking for colliders.
//!
//! By default, the [`PhysicsPickingPlugin`] will test intersections with the pointer against all colliders.
//! If you want physics picking to be opt-in, you can set [`PhysicsPickingSettings::require_markers`] to `true`
//! and add a [`PhysicsPickable`] component to the desired camera and target entities.
use std::f32::consts::PI;
use avian3d::{math::Vector, prelude::*};
use bevy::{color::palettes::tailwind::*, picking::pointer::PointerInteraction, prelude::*};
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
PhysicsPlugins::default(),
// `PhysicsPickingPlugin` is not a default plugin
PhysicsPickingPlugin,
))
.add_systems(Startup, setup_scene)
.add_systems(Update, draw_pointer_intersections)
.run();
}
/// A marker component for our shapes so we can query them separately from the ground plane.
#[derive(Component)]
struct Shape;
const SHAPES_X_EXTENT: f32 = 12.0;
const Z_EXTENT: f32 = 5.0;
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Set up the materials.
let white_matl = materials.add(Color::WHITE);
let ground_matl = materials.add(Color::from(GRAY_300));
let hover_matl = materials.add(Color::from(CYAN_300));
let pressed_matl = materials.add(Color::from(YELLOW_300));
// Meshes and colliders for the shapes.
let shapes = [
(
meshes.add(Cuboid::default()),
Collider::from(Cuboid::default()),
),
(
meshes.add(Tetrahedron::default()),
Collider::convex_hull_from_mesh(&Tetrahedron::default().mesh().build()).unwrap(),
),
(
meshes.add(Capsule3d::default()),
Collider::from(Capsule3d::default()),
),
(
meshes.add(Torus::default()),
Collider::trimesh_from_mesh(&Torus::default().mesh().build()).unwrap(),
),
(
meshes.add(Cylinder::default()),
Collider::from(Cylinder::default()),
),
(meshes.add(Cone::default()), Collider::from(Cone::default())),
(
meshes.add(ConicalFrustum::default()),
Collider::trimesh_from_mesh(&ConicalFrustum::default().mesh().build()).unwrap(),
),
(
meshes.add(Sphere::default().mesh().ico(5).unwrap()),
Collider::from(Sphere::default()),
),
];
let num_shapes = shapes.len();
// Spawn the shapes. The colliders will be pickable by default.
for (i, (mesh, collider)) in shapes.into_iter().enumerate() {
commands
.spawn((
Mesh3d(mesh),
MeshMaterial3d(white_matl.clone()),
RigidBody::Kinematic,
collider,
AngularVelocity(Vector::new(0.0, 0.5, 0.0)),
Transform::from_xyz(
-SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
2.0,
Z_EXTENT / 2.,
)
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
Shape,
))
.observe(update_material_on::<Pointer<Over>>(hover_matl.clone()))
.observe(update_material_on::<Pointer<Out>>(white_matl.clone()))
.observe(update_material_on::<Pointer<Down>>(pressed_matl.clone()))
.observe(update_material_on::<Pointer<Up>>(hover_matl.clone()))
.observe(rotate_on_drag);
}
// Ground
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0).subdivisions(10))),
MeshMaterial3d(ground_matl.clone()),
RigidBody::Static,
Collider::cuboid(50.0, 0.1, 50.0),
PickingBehavior::IGNORE, // Disable picking for the ground plane.
));
// Light
commands.spawn((
PointLight {
shadows_enabled: true,
intensity: 10_000_000.,
range: 100.0,
shadow_depth_bias: 0.2,
..default()
},
Transform::from_xyz(8.0, 16.0, 8.0),
));
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
));
// Instructions
commands.spawn((
Text::new("Hover over the shapes to pick them\nDrag to rotate"),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
/// Returns an observer that updates the entity's material to the one specified.
fn update_material_on<E>(
new_material: Handle<StandardMaterial>,
) -> impl Fn(Trigger<E>, Query<&mut MeshMaterial3d<StandardMaterial>>) {
// An observer closure that captures `new_material`. We do this to avoid needing to write four
// versions of this observer, each triggered by a different event and with a different hardcoded
// material. Instead, the event type is a generic, and the material is passed in.
move |trigger, mut query| {
if let Ok(mut material) = query.get_mut(trigger.entity()) {
material.0 = new_material.clone();
}
}
}
/// A system that draws hit indicators for every pointer.
fn draw_pointer_intersections(pointers: Query<&PointerInteraction>, mut gizmos: Gizmos) {
for (point, normal) in pointers
.iter()
.filter_map(|interaction| interaction.get_nearest_hit())
.filter_map(|(_entity, hit)| hit.position.zip(hit.normal))
{
gizmos.sphere(point, 0.05, RED_500);
gizmos.arrow(point, point + normal.normalize() * 0.5, PINK_100);
}
}
/// An observer to rotate an entity when it is dragged.
fn rotate_on_drag(drag: Trigger<Pointer<Drag>>, mut transforms: Query<&mut Transform>) {
let mut transform = transforms.get_mut(drag.entity()).unwrap();
transform.rotate_y(drag.delta.x * 0.02);
transform.rotate_x(drag.delta.y * 0.02);
}