//! Mouse (Buttons) | Touch (Fingers) | Keyboard | Operation
//! ----------------------- | ----------------------- | -------- | ---------------------------------
//! Left Press + Drag | One + Drag | `ijkl` | Orbits around target.
//! ↳ at trackball's border | Two + Roll | `uo` | Rolls about view direction.
//! Middle Press + Drag | Any + Drag + Left Shift | `↑←↓→` | First-person mode.
//! Right Press + Drag | Two + Drag | `esdf` | Slides trackball on focus plane.
//! | | `gv` | Slides trackball in/out.
//! Scroll In/Out | Two + Pinch Out/In | `hn` | Scales distance zooming in/out.
//! Left Press + Release | Any + Release | | Slides to cursor/finger position.
//! | | `m` | Toggle `esdf`/`wasd` mapping.
//! | | `p` | Toggle orthographic/perspective.
//! | | `Enter` | Reset camera transform.
//!
//! A simple 3D scene with light shining over a cube sitting on a plane and a trackball camera
//! waiting for your input to orbit around.
//!
//! This is an alternative trackball technique using exponential map and parallel transport to
//! preserve distances and angles for inducing coherent and intuitive trackball rotations. For
//! instance, displacements on straight radial lines through the screen’s center are carried to arcs
//! of the same length on great circles of the trackball (e.g., dragging the mouse along an eights
//! of the trackball's circumference rolls the camera by 360/8=45 degrees, dragging the mouse from
//! the screen's center to its further edge *linearly* rotates the camera by 1 [radian], where the
//! trackball's diameter is the maximum of the screen's width and height). This is in contrast to
//! state-of-the-art techniques using orthogonal projection which distorts radial distances further
//! away from the screen’s center (e.g., the rotation accelerates towards the edge).
//!
//! [radian]: https://en.wikipedia.org/wiki/Radian
use bevy::prelude::*;
use bevy_trackball::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
canvas: Some("#bevy".to_owned()),
..default()
}),
..default()
}))
.add_plugins(TrackballPlugin)
.add_systems(Startup, setup)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// circular base
commands.spawn(PbrBundle {
mesh: meshes.add(Circle::new(4.0)),
material: materials.add(Color::WHITE),
transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::srgb_u8(124, 144, 255)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn((
TrackballController::default(),
TrackballCamera::look_at(Vec3::Y * 0.5, Vec3::new(-2.5, 4.5, 9.0), Vec3::Y),
Camera3dBundle::default(),
));
}