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Add example for
Camera::viewport_to_world
(bevyengine#7179)
Fixes bevyengine#7177 --------- Co-authored-by: Rob Parrett <[email protected]>
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,34 @@ | ||
//! This example demonstrates how to use the `Camera::viewport_to_world_2d` method. | ||
use bevy::prelude::*; | ||
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fn main() { | ||
App::new() | ||
.add_plugins(DefaultPlugins) | ||
.add_systems(Startup, setup) | ||
.add_systems(Update, draw_cursor) | ||
.run(); | ||
} | ||
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fn draw_cursor( | ||
camera_query: Query<(&Camera, &GlobalTransform)>, | ||
windows: Query<&Window>, | ||
mut gizmos: Gizmos, | ||
) { | ||
let (camera, camera_transform) = camera_query.single(); | ||
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let Some(cursor_position) = windows.single().cursor_position() else { | ||
return; | ||
}; | ||
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// Calculate a world position based on the cursor's position. | ||
let Some(point) = camera.viewport_to_world_2d(camera_transform, cursor_position) else { | ||
return; | ||
}; | ||
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gizmos.circle_2d(point, 10., Color::WHITE); | ||
} | ||
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fn setup(mut commands: Commands) { | ||
commands.spawn(Camera2dBundle::default()); | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,70 @@ | ||
//! This example demonstrates how to use the `Camera::viewport_to_world` method. | ||
use bevy::prelude::*; | ||
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fn main() { | ||
App::new() | ||
.add_plugins(DefaultPlugins) | ||
.add_systems(Startup, setup) | ||
.add_systems(Update, draw_cursor) | ||
.run(); | ||
} | ||
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fn draw_cursor( | ||
camera_query: Query<(&Camera, &GlobalTransform)>, | ||
ground_query: Query<&GlobalTransform, With<Ground>>, | ||
windows: Query<&Window>, | ||
mut gizmos: Gizmos, | ||
) { | ||
let (camera, camera_transform) = camera_query.single(); | ||
let ground = ground_query.single(); | ||
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let Some(cursor_position) = windows.single().cursor_position() else { | ||
return; | ||
}; | ||
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// Calculate a ray pointing from the camera into the world based on the cursor's position. | ||
let Some(ray) = camera.viewport_to_world(camera_transform, cursor_position) else { | ||
return; | ||
}; | ||
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// Calculate if and where the ray is hitting the ground plane. | ||
let Some(distance) = ray.intersect_plane(ground.translation(), ground.up()) else { | ||
return; | ||
}; | ||
let point = ray.get_point(distance); | ||
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// Draw a circle just above the ground plane at that position. | ||
gizmos.circle(point + ground.up() * 0.01, ground.up(), 0.2, Color::WHITE); | ||
} | ||
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#[derive(Component)] | ||
struct Ground; | ||
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fn setup( | ||
mut commands: Commands, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut materials: ResMut<Assets<StandardMaterial>>, | ||
) { | ||
// plane | ||
commands.spawn(( | ||
PbrBundle { | ||
mesh: meshes.add(shape::Plane::from_size(20.).into()), | ||
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), | ||
..default() | ||
}, | ||
Ground, | ||
)); | ||
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// light | ||
commands.spawn(DirectionalLightBundle { | ||
transform: Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y), | ||
..default() | ||
}); | ||
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// camera | ||
commands.spawn(Camera3dBundle { | ||
transform: Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y), | ||
..default() | ||
}); | ||
} |
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