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Create 3d variation of the existing drag_and_drop example
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use std::f32::consts::FRAC_PI_2; | ||
use bevy::prelude::*; | ||
use bevy_mod_picking::prelude::*; | ||
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fn main() { | ||
let mut app = App::new(); | ||
app.add_plugins(( | ||
DefaultPlugins.set(low_latency_window_plugin()), | ||
DefaultPickingPlugins, | ||
SpinPlugin, | ||
)) | ||
.insert_resource(DebugPickingMode::Normal) | ||
.add_systems(Startup, setup); | ||
#[cfg(feature = "backend_egui")] | ||
app.add_plugins(bevy_egui::EguiPlugin); | ||
app.run(); | ||
} | ||
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/// Set up a simple 3D scene | ||
fn setup( | ||
mut commands: Commands, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut materials: ResMut<Assets<StandardMaterial>>, | ||
) { | ||
// Spawn camera | ||
commands.spawn(Camera3dBundle { | ||
transform: Transform::from_xyz(0.0, 1200.0, -400.0).looking_at(Vec3::ZERO, Vec3::Y), | ||
.. default()}); | ||
// Spawn cubes | ||
for x in -2..=2 { | ||
let z = 0.5 + x as f32 * 0.1; | ||
commands.spawn(( | ||
PbrBundle { | ||
mesh: meshes.add(Cuboid::default()).into(), | ||
transform: Transform::from_xyz(x as f32 * 200.0, 0.0, z) | ||
.with_scale(Vec3::splat(100.)), | ||
material: materials.add(Color::hsl(0.0, 1.0, z)), | ||
..default() | ||
}, | ||
PickableBundle::default(), // <- Makes the mesh pickable. | ||
On::<Pointer<DragStart>>::target_insert(Pickable::IGNORE), // Disable picking | ||
On::<Pointer<DragEnd>>::target_insert(Pickable::default()), // Re-enable picking | ||
On::<Pointer<Drag>>::run(on_drag), | ||
On::<Pointer<Drop>>::commands_mut(|event, commands| { | ||
commands.entity(event.dropped).insert(Spin(FRAC_PI_2)); // Spin dropped entity | ||
commands.entity(event.target).insert(Spin(-FRAC_PI_2)); // Spin dropped-on entity | ||
}), | ||
)); | ||
} | ||
} | ||
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fn on_drag( | ||
listener: Listener<Pointer<Drag>>, | ||
mut transforms: Query<(&mut Transform, &GlobalTransform)>, | ||
windows: Query<Entity, With<bevy::window::PrimaryWindow>>, | ||
cameras: Query<(&Camera, &GlobalTransform)>, | ||
) { | ||
let Ok(primary_window) = windows.get_single() else { | ||
return; | ||
}; | ||
let target = &listener.pointer_location.target; | ||
let Some((cam, cam_trans)) = cameras.iter().find(|(c, _)| { | ||
c.is_active && c.target.normalize(Some(primary_window)).as_ref() == Some(target) | ||
}) else { | ||
return; | ||
}; | ||
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let Ok((mut t, gt)) = transforms.get_mut(listener.target) else { | ||
return; | ||
}; | ||
let Some(prev) = cam.world_to_viewport(cam_trans, gt.translation()) else { | ||
return; | ||
}; | ||
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let new = prev + listener.event.delta; | ||
let Some(ray) = cam.viewport_to_world(cam_trans, new) else { | ||
return; | ||
}; | ||
if let Some(dist) = ray.intersect_plane(Vec3::Y, InfinitePlane3d { normal: Dir3::Y }) { | ||
t.translation += ray.get_point(dist) - gt.translation(); | ||
} | ||
} | ||
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pub struct SpinPlugin; | ||
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impl Plugin for SpinPlugin { | ||
fn build(&self, app: &mut App) { | ||
app.add_systems(Update, spin) | ||
.add_systems(Update, spin_cleanup); | ||
} | ||
} | ||
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#[derive(Component)] | ||
struct Spin(f32); | ||
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fn spin(mut square: Query<(&mut Spin, &mut Transform)>) { | ||
for (mut spin, mut transform) in square.iter_mut() { | ||
transform.rotation = Quat::from_rotation_z(spin.0); | ||
let delta = -spin.0.clamp(-1.0, 1.0) * 0.05; | ||
spin.0 += delta; | ||
} | ||
} | ||
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fn spin_cleanup(mut square: Query<(Entity, &Spin, &mut Transform)>, mut commands: Commands) { | ||
for (entity, spin, mut transform) in square.iter_mut() { | ||
if spin.0.abs().le(&0.001) { | ||
transform.rotation = Quat::default(); // <- reset the rotation to zero when it's visually neglible | ||
commands.entity(entity).remove::<Spin>(); // <- remove the component so it's stopped updating | ||
} | ||
} | ||
} | ||
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