use bevy::prelude::*;
use bevy_color::palettes;
use bevy_mod_picking::prelude::*;
use bevy_picking_raycast::{bevy_mod_raycast::prelude::RaycastVisibility, RaycastBackendSettings};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(low_latency_window_plugin()))
.add_plugins(DefaultPickingPlugins)
.insert_resource(DebugPickingMode::Normal)
.insert_resource(RaycastBackendSettings {
raycast_visibility: RaycastVisibility::Ignore, ..Default::default()
})
.add_systems(Startup, setup)
.add_systems(Update, show)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
PbrBundle {
mesh: meshes.add(bevy_render::mesh::PlaneMeshBuilder::from_length(5.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
},
PickableBundle::default(), ));
commands.spawn((
PbrBundle {
visibility: Visibility::Hidden,
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
},
On::<Pointer<Over>>::target_component_mut::<Visibility>(|_listener, visibility| {
*visibility = Visibility::Visible;
}),
On::<Pointer<Out>>::target_component_mut::<Visibility>(|_listener, visibility| {
*visibility = Visibility::Hidden;
}),
PickableBundle::default(), ));
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, -4.0),
..default()
});
commands.spawn((Camera3dBundle {
transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},));
}
pub fn show(mut gizmos: Gizmos) {
gizmos.cuboid(
Transform::from_translation(Vec3::new(0.0, 0.5, 0.0)),
palettes::basic::GREEN,
);
}