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
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
//! A flexible set of plugins that add picking functionality to your `bevy` app.
//!
//! ## Overview
//!
//! In the simplest case, this plugin allows you to click on things in the scene. However, it also
//! allows you to express more complex interactions, like detecting when a touch input drags a UI
//! element and drops it on a 3d mesh rendered to a different camera. The crate also provides event
//! listeners, so you can attach `On<Click>` components to an entity, to run a one-shot bevy system.
//!
//! The plugin works with any input, including mouse, touch, pens, or virtual pointers controlled by
//! gamepads. It includes (optional) backends for `rapier`, `bevy_xpbd`, `bevy_mod_raycast`,
//! `bevy_ui`, `bevy_sprite`, and `egui`, that can be mixed and matched out of the box, or you can
//! write your own.
//!
//! At its core, this crate provides a robust abstraction for computing picking state regardless of
//! pointing devices, or what you are hit testing against.
//!
//! ## Expressive Events
//!
//! The plugin provides normal bevy events that can be listened to with `EventReader`s. These
//! [`Pointer`] events allow you to respond to interactions like [`Click`], [`Over`], or [`Drag`]
//! (13 pointer events are provided). However, this often causes boilerplate when you try to do
//! something in response to that click, and you want the behavior to be different depending on the
//! entity being clicked on.
//!
//! This is where event listeners come in. Reacting to these interaction events on a specific entity
//! is made possible with the [`On<Event>`](On) 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, and leads
//! to succinct, expressive code:
//!
//! ```
//! # 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>(),
//!     ));
//! }
//! ```
//!
//! If you don't need event bubbling or callbacks, you can respond to pointer events like you would
//! any other bevy event, using `EventReader<Pointer<Click>>`, `EventReader<Pointer<Move>>`, etc.
//!
//! ## Modularity
//!
//! #### Mix and Match Hit Testing Backends
//!
//! The plugin attempts to handle all the hard parts for you, all you need to do is tell it when a
//! pointer is hitting any entities. Multiple backends can be used at the same time! [Use this
//! simple API to write your own backend](crate::backend) in about 100 lines of code. The plugin
//! also includes half a dozen backends out of the box. These include `rapier`, `bevy_xpbd`,
//! `bevy_mod_raycast`, `bevy_ui`, `bevy_egui`, and `bevy_sprite`.
//!
//! #### 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 to control a virtual pointer.
//!
//! ## Robustness
//!
//! In addition to these features, this plugin also correctly handles multitouch, multiple windows,
//! multiple cameras, viewports, and render layers. Using this as a library allows you to write a
//! picking backend that can interoperate with any other picking backend.
//!
//! # 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); // Includes a mesh raycasting backend by default
//!
//! commands.spawn((
//!     PbrBundle::default(),           // The raycasting backend works with meshes
//!     PickableBundle::default(),      // Makes the entity pickable, and adds optional features
//! ));
//!
//! 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. You
//! can read the next section to understand how the plugin works.
//!
//! # 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.
//!
//! #### Pointers ([`bevy_picking_core::pointer`])
//!
//! The first stage of the pipeline is to gather inputs and update 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 can find all documentation and types needed to
//! implement a backend at [`bevy_picking_core::backend`].
//!
//! You will eventually need to choose which picking backend(s) you want to use. This plugin uses
//! `bevy_mod_raycast` for 3d 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 might not be
//! performant enough for your use case. Consider switching to the rapier backend if performance
//! becomes a problem or if you already have the dependency in-tree. For many games, it may never be
//! an issue. You can find all the provided backends in the [`backends`] module.
//!
//! 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 `bevy_mod_raycast` backend is 50 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 hitting an entity, the focus system needs
//! to determine which entities are actually being hovered by this pointer 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, usually only the topmost one will be hovered.
//!
//! #### 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, yet still use all the high level
//! features.

#![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;
    #[cfg(feature = "backend_xpbd")]
    pub use bevy_picking_xpbd as xpbd;
}

/// Common imports
pub mod prelude {
    #[cfg(feature = "debug")]
    pub use crate::debug::{DebugPickingMode, 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::*;
    #[cfg(feature = "backend_xpbd")]
    pub use backends::xpbd::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);
        }

        #[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_xpbd")]
        {
            builder = builder.add(bevy_picking_xpbd::XpbdBackend);
        }
        #[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()
    }
}