//! 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.
//!
//! Demonstrates gliding on the ground plane (currently, only implemented for orbit and slide
//! operations).
#![allow(clippy::cast_precision_loss, clippy::cast_possible_truncation)]
use std::f32::consts::PI;
#[cfg(not(target_arch = "wasm32"))]
use bevy::pbr::wireframe::{WireframeConfig, WireframePlugin};
use bevy::{
color::palettes::basic::SILVER,
prelude::*,
render::{
render_asset::RenderAssetUsages,
render_resource::{Extent3d, TextureDimension, TextureFormat},
},
};
use bevy_trackball::prelude::*;
fn main() {
App::new()
.add_plugins((
DefaultPlugins
.set(ImagePlugin::default_nearest())
.set(WindowPlugin {
primary_window: Some(Window {
canvas: Some("#bevy".to_owned()),
..default()
}),
..default()
}),
#[cfg(not(target_arch = "wasm32"))]
WireframePlugin,
))
.add_plugins(TrackballPlugin)
.add_systems(Startup, setup)
.add_systems(
Update,
(
rotate,
#[cfg(not(target_arch = "wasm32"))]
toggle_wireframe,
),
)
.run();
}
/// A marker component for our shapes so we can query them separately from the ground plane
#[derive(Component)]
struct Shape;
const SHAPES_X_EXTENT: f32 = 14.0;
const EXTRUSION_X_EXTENT: f32 = 16.0;
const Z_EXTENT: f32 = 5.0;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut images: ResMut<Assets<Image>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let debug_material = materials.add(StandardMaterial {
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
});
let shapes = [
meshes.add(Cuboid::default()),
meshes.add(Tetrahedron::default()),
meshes.add(Capsule3d::default()),
meshes.add(Torus::default()),
meshes.add(Cylinder::default()),
meshes.add(Cone::default()),
meshes.add(ConicalFrustum::default()),
meshes.add(Sphere::default().mesh().ico(5).unwrap()),
meshes.add(Sphere::default().mesh().uv(32, 18)),
];
let extrusions = [
meshes.add(Extrusion::new(Rectangle::default(), 1.)),
meshes.add(Extrusion::new(Capsule2d::default(), 1.)),
meshes.add(Extrusion::new(Annulus::default(), 1.)),
meshes.add(Extrusion::new(Circle::default(), 1.)),
meshes.add(Extrusion::new(Ellipse::default(), 1.)),
meshes.add(Extrusion::new(RegularPolygon::default(), 1.)),
meshes.add(Extrusion::new(Triangle2d::default(), 1.)),
];
let num_shapes = shapes.len();
for (i, shape) in shapes.into_iter().enumerate() {
commands.spawn((
Mesh3d(shape),
MeshMaterial3d(debug_material.clone()),
Transform::from_xyz(
-SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
2.0,
Z_EXTENT / 2.0,
)
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
Shape,
));
}
let num_extrusions = extrusions.len();
for (i, shape) in extrusions.into_iter().enumerate() {
commands.spawn((
Mesh3d(shape),
MeshMaterial3d(debug_material.clone()),
Transform::from_xyz(
-EXTRUSION_X_EXTENT / 2.
+ i as f32 / (num_extrusions - 1) as f32 * EXTRUSION_X_EXTENT,
2.0,
-Z_EXTENT / 2.,
)
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
Shape,
));
}
// light
commands.spawn((
PointLight {
shadows_enabled: true,
intensity: 10_000_000.,
range: 100.0,
shadow_depth_bias: 0.2,
..default()
},
Transform::from_xyz(8.0, 16.0, 8.0),
));
// ground plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0))),
MeshMaterial3d(materials.add(Color::from(SILVER))),
));
// camera
let [target, eye, up] = [Vec3::Y, Vec3::new(0.0, 7.0, 14.0), Vec3::Y];
commands.spawn((
TrackballController::default(),
TrackballCamera::look_at(target, eye, up).with_clamp({
let mut bound = Bound::default();
bound.min_target[1] = 0.0;
bound.min_eye[1] = 0.3;
bound.min_distance = 6.0;
bound.max_distance = 50.0;
bound
}),
Camera3d::default(),
));
#[cfg(not(target_arch = "wasm32"))]
commands.spawn((
Text::new("Press space to toggle wireframes"),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
for mut transform in &mut query {
transform.rotate_y(time.delta_secs() / 2.);
}
}
/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::RENDER_WORLD,
)
}
#[cfg(not(target_arch = "wasm32"))]
fn toggle_wireframe(
mut wireframe_config: ResMut<WireframeConfig>,
keyboard: Res<ButtonInput<KeyCode>>,
) {
if keyboard.just_pressed(KeyCode::Space) {
wireframe_config.global = !wireframe_config.global;
}
}