debug_picking/
debug_picking.rs

1//! A simple scene to demonstrate picking events for UI and mesh entities,
2//! Demonstrates how to change debug settings
3
4use bevy::dev_tools::picking_debug::{DebugPickingMode, DebugPickingPlugin};
5use bevy::prelude::*;
6
7fn main() {
8    App::new()
9        .add_plugins(DefaultPlugins.set(bevy::log::LogPlugin {
10            filter: "bevy_dev_tools=trace".into(), // Show picking logs trace level and up
11            ..default()
12        }))
13        .add_plugins((MeshPickingPlugin, DebugPickingPlugin))
14        .add_systems(Startup, setup_scene)
15        .insert_resource(DebugPickingMode::Normal)
16        // A system that cycles the debugging state when you press F3:
17        .add_systems(
18            PreUpdate,
19            (|mut mode: ResMut<DebugPickingMode>| {
20                *mode = match *mode {
21                    DebugPickingMode::Disabled => DebugPickingMode::Normal,
22                    DebugPickingMode::Normal => DebugPickingMode::Noisy,
23                    DebugPickingMode::Noisy => DebugPickingMode::Disabled,
24                }
25            })
26            .distributive_run_if(bevy::input::common_conditions::input_just_pressed(
27                KeyCode::F3,
28            )),
29        )
30        .run();
31}
32
33fn setup_scene(
34    mut commands: Commands,
35    mut meshes: ResMut<Assets<Mesh>>,
36    mut materials: ResMut<Assets<StandardMaterial>>,
37) {
38    commands
39        .spawn((
40            Text::new("Click Me to get a box\nDrag cubes to rotate\nPress F3 to cycle between picking debug levels"),
41            Node {
42                position_type: PositionType::Absolute,
43                top: Val::Percent(12.0),
44                left: Val::Percent(12.0),
45                ..default()
46            },
47        ))
48        .observe(on_click_spawn_cube)
49        .observe(
50            |out: Trigger<Pointer<Out>>, mut texts: Query<&mut TextColor>| {
51                let mut text_color = texts.get_mut(out.target()).unwrap();
52                text_color.0 = Color::WHITE;
53            },
54        )
55        .observe(
56            |over: Trigger<Pointer<Over>>, mut texts: Query<&mut TextColor>| {
57                let mut color = texts.get_mut(over.target()).unwrap();
58                color.0 = bevy::color::palettes::tailwind::CYAN_400.into();
59            },
60        );
61
62    // Base
63    commands.spawn((
64        Name::new("Base"),
65        Mesh3d(meshes.add(Circle::new(4.0))),
66        MeshMaterial3d(materials.add(Color::WHITE)),
67        Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
68    ));
69
70    // Light
71    commands.spawn((
72        PointLight {
73            shadows_enabled: true,
74            ..default()
75        },
76        Transform::from_xyz(4.0, 8.0, 4.0),
77    ));
78
79    // Camera
80    commands.spawn((
81        Camera3d::default(),
82        Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
83    ));
84}
85
86fn on_click_spawn_cube(
87    _click: Trigger<Pointer<Click>>,
88    mut commands: Commands,
89    mut meshes: ResMut<Assets<Mesh>>,
90    mut materials: ResMut<Assets<StandardMaterial>>,
91    mut num: Local<usize>,
92) {
93    commands
94        .spawn((
95            Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
96            MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
97            Transform::from_xyz(0.0, 0.25 + 0.55 * *num as f32, 0.0),
98        ))
99        // With the MeshPickingPlugin added, you can add pointer event observers to meshes:
100        .observe(on_drag_rotate);
101    *num += 1;
102}
103
104fn on_drag_rotate(drag: Trigger<Pointer<Drag>>, mut transforms: Query<&mut Transform>) {
105    if let Ok(mut transform) = transforms.get_mut(drag.target()) {
106        transform.rotate_y(drag.delta.x * 0.02);
107        transform.rotate_x(drag.delta.y * 0.02);
108    }
109}