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simple_picking.rs
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simple_picking.rs
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//! A simple scene to demonstrate picking events
use bevy::{color::palettes::css::*, prelude::*};
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins);
app.add_systems(Startup, setup);
app.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands
.spawn((
TextBundle {
text: Text::from_section("Click Me to get a box", TextStyle::default()),
style: Style {
position_type: PositionType::Absolute,
top: Val::Percent(12.0),
left: Val::Percent(12.0),
..default()
},
..Default::default()
},
Pickable::default(),
))
.observe(
|_click: Trigger<Pointer<Click>>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut num: Local<usize>| {
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::srgb_u8(124, 144, 255)),
transform: Transform::from_xyz(0.0, 0.5 + 1.1 * *num as f32, 0.0),
..default()
});
*num += 1;
},
)
.observe(|evt: Trigger<Pointer<Out>>, mut texts: Query<&mut Text>| {
let mut text = texts.get_mut(evt.entity()).unwrap();
let first = text.sections.first_mut().unwrap();
first.style.color = WHITE.into();
})
.observe(|evt: Trigger<Pointer<Over>>, mut texts: Query<&mut Text>| {
let mut text = texts.get_mut(evt.entity()).unwrap();
let first = text.sections.first_mut().unwrap();
first.style.color = BLUE.into();
});
// circular base
commands
.spawn((
PbrBundle {
mesh: meshes.add(Circle::new(4.0)),
material: materials.add(Color::WHITE),
transform: Transform::from_rotation(Quat::from_rotation_x(
-std::f32::consts::FRAC_PI_2,
)),
..default()
},
Pickable::default(),
))
.observe(|click: Trigger<Pointer<Click>>| {
let click = click.event();
println!("{click:?}");
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}