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added filtering of 3d and 2d cameras to allow for 3d and 2d cameras t…
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…o operate simultaneously (#304)

Co-authored-by: Skyler Parrti <[email protected]>
Co-authored-by: Aevyrie <[email protected]>
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3 people authored Feb 24, 2024
1 parent b551d21 commit 7cc9cbd
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Showing 2 changed files with 55 additions and 3 deletions.
5 changes: 4 additions & 1 deletion crates/bevy_picking_core/src/backend.rs
Original file line number Diff line number Diff line change
Expand Up @@ -154,10 +154,13 @@ pub mod ray {
/// Iterate over each [`Ray`] and its [`RayId`] with [`RayMap::iter`].
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_picking_core::backend::ray::RayMap;
/// # use bevy_picking_core::backend::PointerHits;
/// // My raycasting backend
/// pub fn update_hits(ray_map: Res<RayMap>, mut output_events: EventWriter<PointerHits>,) {
/// for (&ray_id, &ray) in ray_map.iter() {
/// /// Run a raycast with each ray, returning any `PointerHits` found.
/// // Run a raycast with each ray, returning any `PointerHits` found.
/// }
/// }
/// ```
Expand Down
53 changes: 51 additions & 2 deletions examples/sprite.rs
Original file line number Diff line number Diff line change
@@ -1,5 +1,8 @@
//! Demonstrates how to use the bevy_sprite picking backend. This backend simply tests the bounds of
//! a sprite.
//!
//! This also renders a 3d view in the background, to demonstrate and test that camera order is
//! respected across different backends, in this case the sprite and 3d raycasting backends.
use bevy::{prelude::*, sprite::Anchor};
use bevy_mod_picking::prelude::*;
Expand All @@ -10,7 +13,7 @@ fn main() {
DefaultPlugins.set(low_latency_window_plugin()),
DefaultPickingPlugins,
))
.add_systems(Startup, (setup, setup_atlas))
.add_systems(Startup, (setup, setup_3d, setup_atlas))
.add_systems(Update, (move_sprite, animate_sprite))
.run();
}
Expand All @@ -32,7 +35,16 @@ fn move_sprite(

/// Set up a scene that tests all sprite anchor types.
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn(Camera2dBundle {
camera_2d: Camera2d {
clear_color: bevy::core_pipeline::clear_color::ClearColorConfig::None,
},
camera: Camera {
order: 1,
..default()
},
..default()
});

let len = 128.0;
let sprite_size = Some(Vec2::splat(len / 2.0));
Expand Down Expand Up @@ -138,3 +150,40 @@ fn setup_atlas(
AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
));
}

fn setup_3d(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane::from_size(5.0))),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
},
PickableBundle::default(), // Optional: adds selection, highlighting, and helper components.
));
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
},
PickableBundle::default(), // Optional: adds selection, highlighting, and helper components.
));
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
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()
},));
}

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