use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, draw_cursor)
.run();
}
fn draw_cursor(
camera_query: Query<(&Camera, &GlobalTransform)>,
ground_query: Query<&GlobalTransform, With<Ground>>,
windows: Query<&Window>,
mut gizmos: Gizmos,
) {
let (camera, camera_transform) = camera_query.single();
let ground = ground_query.single();
let Some(cursor_position) = windows.single().cursor_position() else {
return;
};
let Some(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
return;
};
let Some(distance) = ray.intersect_plane(ground.translation(), ground.up()) else {
return;
};
let point = ray.get_point(distance);
gizmos.circle(point + ground.up() * 0.01, ground.up(), 0.2, Color::WHITE);
}
#[derive(Component)]
struct Ground;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
PbrBundle {
mesh: meshes.add(shape::Plane::from_size(20.).into()),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
},
Ground,
));
commands.spawn(DirectionalLightBundle {
transform: Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}