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lib.rs
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//! This crate provides 'picking' capabilities for the Bevy game engine, allowing pointers to
//! interact with entities using hover, click, and drag events.
//!
//! ## 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.
//!
//! Pointer events bubble up the entity hierarchy and can be used with observers, allowing you to
//! succinctly express rich interaction behaviors by attaching pointer callbacks to entities:
//!
//! ```rust
//! # use bevy_ecs::prelude::*;
//! # use bevy_picking::prelude::*;
//! # #[derive(Component)]
//! # struct MyComponent;
//! # let mut world = World::new();
//! world.spawn(MyComponent)
//! .observe(|mut trigger: Trigger<Pointer<Click>>| {
//! println!("I was just clicked!");
//! // Get the underlying pointer event data
//! let click_event: &Pointer<Click> = trigger.event();
//! // Stop the event from bubbling up the entity hierarchy
//! trigger.propagate(false);
//! });
//! ```
//!
//! At its core, this crate provides a robust abstraction for computing picking state regardless of
//! pointing devices, or what you are hit testing against. It is designed to work with any input,
//! including mouse, touch, pens, or virtual pointers controlled by gamepads.
//!
//! ## Expressive Events
//!
//! Although the events in this module (see [`events`]) can be listened to with normal
//! `EventReader`s, using observers is often more expressive, with less boilerplate. This is because
//! observers allow you to attach event handling logic to specific entities, as well as make use of
//! event bubbling.
//!
//! When events are generated, they bubble up the entity hierarchy starting from their target, until
//! they reach the root or bubbling is halted with a call to
//! [`Trigger::propagate`](bevy_ecs::observer::Trigger::propagate). See [`Observer`] 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_ecs::prelude::*;
//! # use bevy_transform::prelude::*;
//! # use bevy_picking::prelude::*;
//! # #[derive(Event)]
//! # struct Greeting;
//! fn setup(mut commands: Commands) {
//! commands.spawn(Transform::default())
//! // Spawn your entity here, e.g. a Mesh.
//! // When dragged, mutate the `Transform` component on the dragged target entity:
//! .observe(|trigger: Trigger<Pointer<Drag>>, mut transforms: Query<&mut Transform>| {
//! let mut transform = transforms.get_mut(trigger.target()).unwrap();
//! let drag = trigger.event();
//! transform.rotate_local_y(drag.delta.x / 50.0);
//! })
//! .observe(|trigger: Trigger<Pointer<Click>>, mut commands: Commands| {
//! println!("Entity {} goes BOOM!", trigger.target());
//! commands.entity(trigger.target()).despawn();
//! })
//! .observe(|trigger: Trigger<Pointer<Over>>, mut events: EventWriter<Greeting>| {
//! events.write(Greeting);
//! });
//! }
//! ```
//!
//! ## 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.
//!
//! #### Input Agnostic
//!
//! Picking provides a generic Pointer abstraction, which is useful for reacting to many different
//! types of input devices. Pointers can be controlled with anything, whether it's 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
//!
//! TODO: This section will need to be re-written once more backends are introduced.
//!
//! #### Next Steps
//!
//! To learn more, take a look at the examples in the
//! [examples](https://github.com/bevyengine/bevy/tree/main/examples/picking). 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.
//!
//! #### Pointers ([`pointer`](mod@pointer))
//!
//! The first stage of the pipeline is to gather inputs and update pointers. This stage is
//! ultimately responsible for generating [`PointerInput`](pointer::PointerInput) 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. The ordering
//! of events within the [`PointerInput`](pointer::PointerInput) stream is meaningful for events
//! with the same [`PointerId`](pointer::PointerId), but not between different pointers.
//!
//! 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`](pointer::PointerLocation) for each pointer.
//!
//! #### Backend ([`backend`])
//!
//! A picking backend only has one job: reading [`PointerLocation`](pointer::PointerLocation)
//! components, and producing [`PointerHits`](backend::PointerHits). You can find all documentation
//! and types needed to implement a backend at [`backend`].
//!
//! You will eventually need to choose which picking backend(s) you want to use. This crate does not
//! supply any backends, and expects you to select some from the other bevy crates or the
//! third-party ecosystem.
//!
//! 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.
//! Bevy 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.
//!
//! #### Hover ([`hover`])
//!
//! 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::hover::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 hover system needs
//! to determine which entities are actually being hovered by this pointer based on the pick depth,
//! order of the backend, and the optional [`Pickable`] component of the entity. In other
//! words, if one entity is in front of another, usually only the topmost one will be hovered.
//!
//! #### Events ([`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.
//!
//! Because it is completely agnostic to 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.
#![deny(missing_docs)]
extern crate alloc;
pub mod backend;
pub mod events;
pub mod hover;
pub mod input;
#[cfg(feature = "bevy_mesh_picking_backend")]
pub mod mesh_picking;
pub mod pointer;
pub mod window;
use bevy_app::{prelude::*, PluginGroupBuilder};
use bevy_ecs::prelude::*;
use bevy_reflect::prelude::*;
/// The picking prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
pub mod prelude {
#[cfg(feature = "bevy_mesh_picking_backend")]
#[doc(hidden)]
pub use crate::mesh_picking::{
ray_cast::{MeshRayCast, MeshRayCastSettings, RayCastBackfaces, RayCastVisibility},
MeshPickingCamera, MeshPickingPlugin, MeshPickingSettings,
};
#[doc(hidden)]
pub use crate::{
events::*, input::PointerInputPlugin, pointer::PointerButton, DefaultPickingPlugins,
InteractionPlugin, Pickable, PickingPlugin,
};
}
/// An optional component that marks an entity as usable by a backend, and overrides default
/// picking behavior for an entity.
///
/// This allows you to make an entity non-hoverable, or allow items below it to be hovered.
///
/// See the documentation on the fields for more details.
#[derive(Component, Debug, Clone, Reflect, PartialEq, Eq)]
#[reflect(Component, Default, Debug, PartialEq, Clone)]
pub struct Pickable {
/// Should this entity block entities below it from being picked?
///
/// This is useful if you want picking to continue hitting entities below this one. Normally,
/// only the topmost entity under a pointer can be hovered, but this setting allows the pointer
/// to hover multiple entities, from nearest to farthest, stopping as soon as it hits an entity
/// that blocks lower entities.
///
/// Note that the word "lower" here refers to entities that have been reported as hit by any
/// picking backend, but are at a lower depth than the current one. This is different from the
/// concept of event bubbling, as it works irrespective of the entity hierarchy.
///
/// For example, if a pointer is over a UI element, as well as a 3d mesh, backends will report
/// hits for both of these entities. Additionally, the hits will be sorted by the camera order,
/// so if the UI is drawing on top of the 3d mesh, the UI will be "above" the mesh. When hovering
/// is computed, the UI element will be checked first to see if it this field is set to block
/// lower entities. If it does (default), the hovering system will stop there, and only the UI
/// element will be marked as hovered. However, if this field is set to `false`, both the UI
/// element *and* the mesh will be marked as hovered.
///
/// Entities without the [`Pickable`] component will block by default.
pub should_block_lower: bool,
/// If this is set to `false` and `should_block_lower` is set to true, this entity will block
/// lower entities from being interacted and at the same time will itself not emit any events.
///
/// Note that the word "lower" here refers to entities that have been reported as hit by any
/// picking backend, but are at a lower depth than the current one. This is different from the
/// concept of event bubbling, as it works irrespective of the entity hierarchy.
///
/// For example, if a pointer is over a UI element, and this field is set to `false`, it will
/// not be marked as hovered, and consequently will not emit events nor will any picking
/// components mark it as hovered. This can be combined with the other field
/// [`Self::should_block_lower`], which is orthogonal to this one.
///
/// Entities without the [`Pickable`] component are hoverable by default.
pub is_hoverable: bool,
}
impl Pickable {
/// This entity will not block entities beneath it, nor will it emit events.
///
/// If a backend reports this entity as being hit, the picking plugin will completely ignore it.
pub const IGNORE: Self = Self {
should_block_lower: false,
is_hoverable: false,
};
}
impl Default for Pickable {
fn default() -> Self {
Self {
should_block_lower: true,
is_hoverable: true,
}
}
}
/// Groups the stages of the picking process under shared labels.
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum PickSet {
/// Produces pointer input events. In the [`First`] schedule.
Input,
/// Runs after input events are generated but before commands are flushed. In the [`First`]
/// schedule.
PostInput,
/// Receives and processes pointer input events. In the [`PreUpdate`] schedule.
ProcessInput,
/// Reads inputs and produces [`backend::PointerHits`]s. In the [`PreUpdate`] schedule.
Backend,
/// Reads [`backend::PointerHits`]s, and updates the hovermap, selection, and highlighting states. In
/// the [`PreUpdate`] schedule.
Hover,
/// Runs after all the [`PickSet::Hover`] systems are done, before event listeners are triggered. In the
/// [`PreUpdate`] schedule.
PostHover,
/// Runs after all other picking sets. In the [`PreUpdate`] schedule.
Last,
}
/// One plugin that contains the [`PointerInputPlugin`](input::PointerInputPlugin), [`PickingPlugin`]
/// and the [`InteractionPlugin`], this is probably the plugin that will be most used.
///
/// Note: for any of these plugins to work, they require a picking backend to be active,
/// The picking backend is responsible to turn an input, into a [`crate::backend::PointerHits`]
/// that [`PickingPlugin`] and [`InteractionPlugin`] will refine into [`bevy_ecs::observer::Trigger`]s.
#[derive(Default)]
pub struct DefaultPickingPlugins;
impl PluginGroup for DefaultPickingPlugins {
fn build(self) -> PluginGroupBuilder {
PluginGroupBuilder::start::<Self>()
.add(input::PointerInputPlugin::default())
.add(PickingPlugin::default())
.add(InteractionPlugin)
}
}
/// This plugin sets up the core picking infrastructure. It receives input events, and provides the shared
/// types used by other picking plugins.
///
/// This plugin contains several settings, and is added to the world as a resource after initialization. You
/// can configure picking settings at runtime through the resource.
#[derive(Copy, Clone, Debug, Resource, Reflect)]
#[reflect(Resource, Default, Debug, Clone)]
pub struct PickingPlugin {
/// Enables and disables all picking features.
pub is_enabled: bool,
/// Enables and disables input collection.
pub is_input_enabled: bool,
/// Enables and disables updating interaction states of entities.
pub is_hover_enabled: bool,
/// Enables or disables picking for window entities.
pub is_window_picking_enabled: bool,
}
impl PickingPlugin {
/// Whether or not input collection systems should be running.
pub fn input_should_run(state: Res<Self>) -> bool {
state.is_input_enabled && state.is_enabled
}
/// Whether or not systems updating entities' [`PickingInteraction`](hover::PickingInteraction)
/// component should be running.
pub fn hover_should_run(state: Res<Self>) -> bool {
state.is_hover_enabled && state.is_enabled
}
/// Whether or not window entities should receive pick events.
pub fn window_picking_should_run(state: Res<Self>) -> bool {
state.is_window_picking_enabled && state.is_enabled
}
}
impl Default for PickingPlugin {
fn default() -> Self {
Self {
is_enabled: true,
is_input_enabled: true,
is_hover_enabled: true,
is_window_picking_enabled: true,
}
}
}
impl Plugin for PickingPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(*self)
.init_resource::<pointer::PointerMap>()
.init_resource::<backend::ray::RayMap>()
.add_event::<pointer::PointerInput>()
.add_event::<backend::PointerHits>()
// Rather than try to mark all current and future backends as ambiguous with each other,
// we allow them to send their hits in any order. These are later sorted, so submission
// order doesn't matter. See `PointerHits` docs for caveats.
.allow_ambiguous_resource::<Events<backend::PointerHits>>()
.add_systems(
PreUpdate,
(
pointer::update_pointer_map,
pointer::PointerInput::receive,
backend::ray::RayMap::repopulate.after(pointer::PointerInput::receive),
)
.in_set(PickSet::ProcessInput),
)
.add_systems(
PreUpdate,
window::update_window_hits
.run_if(Self::window_picking_should_run)
.in_set(PickSet::Backend),
)
.configure_sets(
First,
(PickSet::Input, PickSet::PostInput)
.after(bevy_time::TimeSystem)
.after(bevy_ecs::event::EventUpdates)
.chain(),
)
.configure_sets(
PreUpdate,
(
PickSet::ProcessInput.run_if(Self::input_should_run),
PickSet::Backend,
PickSet::Hover.run_if(Self::hover_should_run),
PickSet::PostHover,
PickSet::Last,
)
.chain(),
)
.register_type::<Self>()
.register_type::<Pickable>()
.register_type::<hover::PickingInteraction>()
.register_type::<pointer::PointerId>()
.register_type::<pointer::PointerLocation>()
.register_type::<pointer::PointerPress>()
.register_type::<pointer::PointerInteraction>()
.register_type::<backend::ray::RayId>();
}
}
/// Generates [`Pointer`](events::Pointer) events and handles event bubbling.
#[derive(Default)]
pub struct InteractionPlugin;
impl Plugin for InteractionPlugin {
fn build(&self, app: &mut App) {
use events::*;
use hover::{generate_hovermap, update_interactions};
app.init_resource::<hover::HoverMap>()
.init_resource::<hover::PreviousHoverMap>()
.init_resource::<PointerState>()
.add_event::<Pointer<Cancel>>()
.add_event::<Pointer<Click>>()
.add_event::<Pointer<Pressed>>()
.add_event::<Pointer<DragDrop>>()
.add_event::<Pointer<DragEnd>>()
.add_event::<Pointer<DragEnter>>()
.add_event::<Pointer<Drag>>()
.add_event::<Pointer<DragLeave>>()
.add_event::<Pointer<DragOver>>()
.add_event::<Pointer<DragStart>>()
.add_event::<Pointer<Move>>()
.add_event::<Pointer<Out>>()
.add_event::<Pointer<Over>>()
.add_event::<Pointer<Released>>()
.add_event::<Pointer<Scroll>>()
.add_systems(
PreUpdate,
(generate_hovermap, update_interactions, pointer_events)
.chain()
.in_set(PickSet::Hover),
);
}
}