1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341
//! A flexible set of plugins that add picking functionality to your `bevy` app, with a focus on
//! modularity, expressiveness, and robustness. Want to drag a UI entity and drop it onto a 3D mesh
//! entity? This plugin allows you to add event listeners to **any** entity, and works with mouse,
//! touch, or even gamepads. Includes optional integrations for `rapier` and `egui`, but is agnostic
//! to the picking backend.
//!
//! #### Lightweight
//!
//! Only compile what you use. All non-critical plugins can be disabled, including highlighting,
//! selection, and any backends not in use.
//!
//! #### Expressive
//!
//! [`Pointer`] events make it easy to react to interactions like [`Click`], [`Over`], or [`Drag`]
//! (13 pointer events are provided). Reacting to these interaction events on a specific entity is
//! made possible with the [`On<Event>`] component. When events are generated, they bubble up the
//! entity hierarchy starting from their target, looking for these event listener components. (See
//! [`bevy_eventlistener`] for details.)
//!
//! This allows you to run callbacks when any children of an entity are interacted with:
//!
//! ```
//! # use bevy::prelude::*;
//! # use bevy::ecs::system::Command;
//! # use prelude::*;
//! # use bevy_mod_picking::prelude::*;
//! # use bevy_eventlistener::callbacks::ListenerInput;
//! #
//! # struct DeleteTarget;
//! # impl From<ListenerInput<Pointer<Click>>> for DeleteTarget {
//! # fn from(_: ListenerInput<Pointer<Click>>) -> Self {
//! # DeleteTarget
//! # }
//! # }
//! # impl Command for DeleteTarget {
//! # fn apply(self, world: &mut World) {}
//! # }
//! #
//! # #[derive(Event)]
//! # struct Greeting;
//! # impl From<ListenerInput<Pointer<Over>>> for Greeting {
//! # fn from(_: ListenerInput<Pointer<Over>>) -> Self {
//! # Greeting
//! # }
//! # }
//! fn setup(mut commands: Commands) {
//! commands.spawn((
//! // Spawn your entity here, e.g. a Mesh.
//! // When dragged, mutate the `Transform` component on the dragged target entity:
//! On::<Pointer<Drag>>::target_component_mut::<Transform>(|drag, transform| {
//! transform.rotate_local_y(drag.delta.x / 50.0)
//! }),
//! On::<Pointer<Click>>::add_command::<DeleteTarget>(),
//! On::<Pointer<Over>>::send_event::<Greeting>(),
//! ));
//! }
//! ```
//!
//! #### Modular
//!
//! Picking backends run hit tests to determine if a pointer is over any entities. This plugin
//! provides a [simple API to write your own backend](crate::backend) in about 100 lines of code; it
//! also includes half a dozen backends out of the box. These include `rapier`, `bevy_mod_raycast`,
//! and `bevy_egui` among others. Multiple backends can be used at the same time!
//!
//! #### Input Agnostic
//!
//! Pointers can be controlled with anything, whether its the included mouse or touch inputs, or a
//! custom gamepad input system you write yourself.
//!
//! #### Robust
//!
//! In addition to these features, this plugin also correctly handles multitouch and multiple
//! windows.
//!
//! # Getting Started
//!
//! Making objects pickable is pretty straightforward. In the most minimal cases, it's as simple as:
//!
//! ```
//! # use bevy::prelude::*;
//! use bevy_mod_picking::prelude::*;
//! # fn setup(
//! # mut commands: Commands,
//! # app: &mut App,
//! # ) {
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugins(DefaultPickingPlugins);
//!
//! commands.spawn((
//! PbrBundle::default(), // The `bevy_picking_raycast` backend works with meshes
//! PickableBundle::default(), // Makes the entity pickable
//! ));
//!
//! commands.spawn(Camera3dBundle::default());
//! # }
//! ```
//!
//! #### Next Steps
//!
//! To learn more, take a look at the examples in the
//! [`./examples`](https://github.com/aevyrie/bevy_mod_picking/tree/main/examples) directory.
//!
//! # The Picking Pipeline
//!
//! This plugin is designed to be extremely modular. To do so, it works in well-defined stages that
//! form a pipeline, where events are used to pass data between each stage. All the types needed for
//! the pipeline are defined in the [`bevy_picking_core`] crate.
//!
//! #### Input ([`bevy_picking_input`])
//!
//! The first stage of the pipeline is to gather inputs and create pointers. This stage is
//! ultimately responsible for generating [`InputMove`](bevy_picking_core::pointer::InputMove) and
//! [`InputPress`](bevy_picking_core::pointer::InputPress) events. The provided crate does this
//! automatically for mouse, touch, and pen inputs. If you wanted to implement your own pointer,
//! controlled by some other input, you can do that here.
//!
//! Because pointer positions and presses are driven by these events, you can use them to mock
//! inputs for testing.
//!
//! After inputs are generated, they are then collected to update the current [`PointerLocation`]
//! for each pointer.
//!
//! #### Backend ([`bevy_picking_core::backend`])
//!
//! A picking backend only has one job: reading [`PointerLocation`] components, and producing
//! [`PointerHits`](crate::backend::PointerHits).
//!
//! You will eventually need to choose which picking backend(s) you want to use. This plugin uses
//! `bevy_mod_raycast` by default; it works with bevy `Mesh`es out of the box and requires no extra
//! dependencies. These qualities make it useful when prototyping, however it is not particularly
//! performant for large meshes. Consider switching to the rapier backend if performance becomes a
//! problem or if you already have the dependency in-tree. For simple or low-poly games, it may
//! never be an issue.
//!
//! It's important to understand that you can mix and match backends! For example, you might have a
//! backend for your UI, and one for the 3d scene, with each being specialized for their purpose.
//! This crate provides some backends out of the box, but you can even write your own. It's been
//! made as easy as possible intentionally; the entire `bevy_mod_raycast` backend is less than 100
//! lines of code.
//!
//!
//! #### Focus ([`bevy_picking_core::focus`])
//!
//! The next step is to use the data from the backends, combine and sort the results, and determine
//! what each cursor is hovering over, producing a [`HoverMap`](`crate::focus::HoverMap`). Note that
//! just because a pointer is over an entity, it is not necessarily hovering that entity. Although
//! multiple backends may be reporting that a pointer is over an entity, the focus system needs to
//! determine which one(s) are actually being hovered based on the pick depth, order of the backend,
//! and the [`Pickable`] state of the entity. In other words, if one entity is in front of another,
//! only the topmost one will be hovered, even if the pointer is within the bounds of both entities.
//!
//! #### Events ([`bevy_picking_core::events`])
//!
//! In the final step, the high-level pointer events are generated, such as events that trigger when
//! a pointer hovers or clicks an entity. These simple events are then used to generate more complex
//! events for dragging and dropping. Once all events have been generated, the event bubbling
//! systems propagate events through the entity hierarchy, triggering [`On<E>`] callbacks.
//!
//! Because it is completely agnostic to the the earlier stages of the pipeline, you can easily
//! extend the plugin with arbitrary backends and input methods.
#![allow(clippy::type_complexity)]
#![allow(clippy::too_many_arguments)]
#![deny(missing_docs)]
use bevy_ecs::prelude::*;
use bevy_picking_core::PointerCoreBundle;
use prelude::*;
pub use bevy_picking_core::{self as picking_core, backend, events, focus, pointer};
pub use bevy_picking_input::{self as input};
#[cfg(feature = "highlight")]
pub use bevy_picking_highlight as highlight;
#[cfg(feature = "selection")]
pub use bevy_picking_selection as selection;
#[cfg(feature = "debug")]
pub mod debug;
/// Picking backend exports, feature-gated.
pub mod backends {
#[cfg(feature = "backend_egui")]
pub use bevy_picking_egui as egui;
#[cfg(feature = "backend_rapier")]
pub use bevy_picking_rapier as rapier;
#[cfg(feature = "backend_raycast")]
pub use bevy_picking_raycast as raycast;
#[cfg(feature = "backend_sprite")]
pub use bevy_picking_sprite as sprite;
#[cfg(feature = "backend_bevy_ui")]
pub use bevy_picking_ui as bevy_ui;
}
/// Common imports
pub mod prelude {
#[cfg(feature = "debug")]
pub use crate::debug::DebugPickingPlugin;
pub use crate::{
backends,
events::{
Click, Down, Drag, DragEnd, DragEnter, DragLeave, DragOver, DragStart, Drop, Move, Out,
Over, Pointer, Up,
},
focus::PickingInteraction,
input::prelude::*,
picking_core::Pickable,
pointer::{
PointerButton, PointerId, PointerInteraction, PointerLocation, PointerMap, PointerPress,
},
*,
};
pub use bevy_eventlistener::prelude::*;
#[cfg(feature = "highlight")]
pub use crate::highlight::prelude::*;
#[cfg(feature = "selection")]
pub use crate::selection::{
Deselect, NoDeselect, PickSelection, PointerMultiselect, Select, SelectionPlugin,
};
#[cfg(feature = "backend_bevy_ui")]
pub use backends::bevy_ui::prelude::*;
#[cfg(feature = "backend_egui")]
pub use backends::egui::prelude::*;
#[cfg(feature = "backend_rapier")]
pub use backends::rapier::prelude::*;
#[cfg(feature = "backend_raycast")]
pub use backends::raycast::prelude::*;
#[cfg(feature = "backend_shader")]
pub use backends::shader::prelude::*;
#[cfg(feature = "backend_sprite")]
pub use backends::sprite::prelude::*;
}
/// Makes an entity pickable.
#[derive(Bundle, Default)]
pub struct PickableBundle {
/// Provides overrides for picking behavior.
pub pickable: Pickable,
/// Tracks entity interaction state.
pub interaction: focus::PickingInteraction,
/// Tracks entity [`PickSelection`] state.
#[cfg(feature = "selection")]
pub selection: selection::PickSelection,
/// Tracks entity [`PickHighlight`] state.
#[cfg(feature = "highlight")]
pub highlight: highlight::PickHighlight,
}
/// Bundle of components needed for a fully-featured pointer.
#[derive(Bundle)]
pub struct PointerBundle {
core: PointerCoreBundle,
#[allow(missing_docs)]
#[cfg(feature = "selection")]
pub selection: selection::PointerMultiselect,
}
impl PointerBundle {
/// Build a new `PointerBundle` with the supplied [`PointerId`].
pub fn new(id: PointerId) -> PointerBundle {
PointerBundle {
core: PointerCoreBundle::new(id),
#[cfg(feature = "selection")]
selection: selection::PointerMultiselect::default(),
}
}
}
/// A "batteries-included" set of plugins that adds everything needed for picking, highlighting, and
/// multiselect. Backends are automatically added if their corresponding feature is enabled.
pub struct DefaultPickingPlugins;
impl bevy_app::PluginGroup for DefaultPickingPlugins {
fn build(self) -> bevy_app::PluginGroupBuilder {
let mut builder = bevy_app::PluginGroupBuilder::start::<Self>();
builder = builder
.add(picking_core::CorePlugin)
.add(picking_core::InteractionPlugin)
.add(input::InputPlugin);
#[cfg(feature = "debug")]
{
builder = builder.add(debug::DebugPickingPlugin::default());
}
#[cfg(feature = "highlight")]
{
builder = builder.add(highlight::DefaultHighlightingPlugin);
}
#[cfg(feature = "selection")]
{
builder = builder.add(selection::SelectionPlugin);
}
#[cfg(feature = "backend_raycast")]
{
builder = builder.add(bevy_picking_raycast::RaycastBackend);
}
#[cfg(feature = "backend_bevy_ui")]
{
builder = builder.add(bevy_picking_ui::BevyUiBackend);
}
#[cfg(feature = "backend_rapier")]
{
builder = builder.add(bevy_picking_rapier::RapierBackend);
}
#[cfg(feature = "backend_shader")]
{
builder = builder.add(bevy_picking_shader::ShaderBackend);
}
#[cfg(feature = "backend_sprite")]
{
builder = builder.add(bevy_picking_sprite::SpriteBackend);
}
#[cfg(feature = "backend_egui")]
{
builder = builder.add(bevy_picking_egui::EguiBackend);
}
builder
}
}
/// Used for examples to reduce picking latency. Not relevant code for the examples.
#[doc(hidden)]
#[allow(dead_code)]
pub fn low_latency_window_plugin() -> bevy_window::WindowPlugin {
bevy_window::WindowPlugin {
primary_window: Some(bevy_window::Window {
present_mode: bevy_window::PresentMode::AutoNoVsync,
..Default::default()
}),
..Default::default()
}
}