use bevy::{
prelude::*,
render::camera::RenderTarget,
window::{PrimaryWindow, WindowRef},
};
use bevy_mod_picking::prelude::*;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(low_latency_window_plugin()),
DefaultPickingPlugins,
))
.insert_resource(DebugPickingMode::Normal)
.add_systems(Startup, setup)
.add_systems(Update, move_virtual_pointer)
.run();
}
#[derive(Component)]
pub struct VirtualPointer;
fn move_virtual_pointer(
time: Res<Time>,
mut pointer: Query<&mut PointerLocation, With<VirtualPointer>>,
windows: Query<(Entity, &Window), With<PrimaryWindow>>,
) {
let t = time.elapsed_seconds() * 0.5;
for mut pointer in &mut pointer {
let w = windows.single().1.width();
let h = windows.single().1.height();
pointer.location = Some(pointer::Location {
target: RenderTarget::Window(WindowRef::Primary)
.normalize(windows.get_single().ok().map(|w| w.0))
.unwrap(),
position: Vec2 {
x: w * (0.5 + 0.25 * t.sin()),
y: h * (0.5 + 0.25 * (t * 2.0).sin()),
}
.round(),
});
}
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
VirtualPointer,
PointerBundle::new(PointerId::Custom(pointer::Uuid::new_v4())),
));
commands.spawn((
PbrBundle {
mesh: meshes.add(bevy_render::mesh::PlaneMeshBuilder::from_length(5.0)),
material: materials.add(Color::WHITE),
..default()
},
PickableBundle::default(), ));
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::WHITE),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
},
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()
},));
}