Draw dots on click
This commit is contained in:
parent
fab857d6ae
commit
49c3a1517d
4 changed files with 206 additions and 1 deletions
|
@ -6,3 +6,5 @@ edition = "2021"
|
||||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||||
|
|
||||||
[dependencies]
|
[dependencies]
|
||||||
|
bevy = "0.10.1"
|
||||||
|
bevy_egui = "0.20.3"
|
||||||
|
|
8
src/global_state.rs
Normal file
8
src/global_state.rs
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
use bevy::prelude::*;
|
||||||
|
|
||||||
|
#[derive(Resource, Default, Debug, PartialEq, Clone, Copy)]
|
||||||
|
pub struct GlobalState {
|
||||||
|
pub cursor_position: Vec2,
|
||||||
|
pub window_extent: Vec2,
|
||||||
|
pub polygon_started: bool,
|
||||||
|
}
|
134
src/main.rs
134
src/main.rs
|
@ -1,3 +1,135 @@
|
||||||
|
mod global_state;
|
||||||
|
mod polygon;
|
||||||
|
|
||||||
|
///! This example illustrates how to resize windows, and how to respond to a window being resized.
|
||||||
|
use bevy::{
|
||||||
|
input::{
|
||||||
|
mouse::{MouseButtonInput, MouseWheel},
|
||||||
|
ButtonState,
|
||||||
|
},
|
||||||
|
prelude::*,
|
||||||
|
sprite::MaterialMesh2dBundle,
|
||||||
|
window::WindowResized,
|
||||||
|
};
|
||||||
|
|
||||||
|
use bevy_egui::{egui, EguiContexts, EguiPlugin};
|
||||||
|
use global_state::GlobalState;
|
||||||
|
use polygon::ObjectInfos;
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
println!("Hello, world!");
|
App::new()
|
||||||
|
.add_plugins(DefaultPlugins)
|
||||||
|
.add_plugin(EguiPlugin)
|
||||||
|
.insert_resource(GlobalState::default())
|
||||||
|
.insert_resource(ObjectInfos::default())
|
||||||
|
.add_startup_systems((setup_camera, setup))
|
||||||
|
.add_systems((
|
||||||
|
print_mouse_events_system,
|
||||||
|
update_ui_side_panel,
|
||||||
|
on_resize_system,
|
||||||
|
))
|
||||||
|
.run();
|
||||||
|
}
|
||||||
|
|
||||||
|
fn setup(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut meshes: ResMut<Assets<Mesh>>,
|
||||||
|
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||||
|
) {
|
||||||
|
commands.spawn(MaterialMesh2dBundle {
|
||||||
|
mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
|
||||||
|
transform: Transform::default()
|
||||||
|
.with_scale(Vec3::splat(4.))
|
||||||
|
.with_translation(Vec3::new(100.0, 10.0, 0.0)),
|
||||||
|
material: materials.add(ColorMaterial::from(Color::YELLOW)),
|
||||||
|
..default()
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
// Spawns the camera that draws UI
|
||||||
|
fn setup_camera(mut cmd: Commands) {
|
||||||
|
cmd.spawn(Camera2dBundle::default());
|
||||||
|
}
|
||||||
|
|
||||||
|
fn update_ui_side_panel(mut contexts: EguiContexts, mut global_state: ResMut<GlobalState>) {
|
||||||
|
egui::Window::new("Hello").show(contexts.ctx_mut(), |ui| {
|
||||||
|
if global_state.polygon_started {
|
||||||
|
// TODO
|
||||||
|
} else {
|
||||||
|
if ui.button("New Polygon").clicked() {
|
||||||
|
global_state.polygon_started = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/// This system prints out all mouse events as they come in
|
||||||
|
fn print_mouse_events_system(
|
||||||
|
mut mouse_button_input_events: EventReader<MouseButtonInput>,
|
||||||
|
mut cursor_moved_events: EventReader<CursorMoved>,
|
||||||
|
mut mouse_wheel_events: EventReader<MouseWheel>,
|
||||||
|
mut global_state: ResMut<GlobalState>,
|
||||||
|
mut object_infos: ResMut<ObjectInfos>,
|
||||||
|
mut commands: Commands,
|
||||||
|
mut meshes: ResMut<Assets<Mesh>>,
|
||||||
|
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||||
|
) {
|
||||||
|
for event in mouse_button_input_events.iter() {
|
||||||
|
match event.button {
|
||||||
|
MouseButton::Left => match event.state {
|
||||||
|
ButtonState::Pressed => {
|
||||||
|
println!(
|
||||||
|
"Left mouse button pressed at {:?}",
|
||||||
|
global_state.cursor_position
|
||||||
|
);
|
||||||
|
|
||||||
|
let polygon = match object_infos.active_polygon() {
|
||||||
|
Some(polygon) => polygon,
|
||||||
|
None => object_infos.add_polygon(),
|
||||||
|
};
|
||||||
|
|
||||||
|
if polygon.add_point(global_state.cursor_position) {
|
||||||
|
global_state.polygon_started = false;
|
||||||
|
|
||||||
|
// TODO remove single points -> draw full polygon
|
||||||
|
} else {
|
||||||
|
commands.spawn(MaterialMesh2dBundle {
|
||||||
|
mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
|
||||||
|
transform: Transform::default()
|
||||||
|
.with_scale(Vec3::splat(4.0))
|
||||||
|
.with_translation(
|
||||||
|
(global_state.cursor_position
|
||||||
|
- (global_state.window_extent * 0.5))
|
||||||
|
.extend(0.0),
|
||||||
|
),
|
||||||
|
material: materials.add(ColorMaterial::from(Color::BLACK)),
|
||||||
|
..default()
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
ButtonState::Released => (),
|
||||||
|
},
|
||||||
|
|
||||||
|
_ => (),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// store latest mouse cursor location
|
||||||
|
for event in cursor_moved_events.iter() {
|
||||||
|
global_state.cursor_position = event.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
for _event in mouse_wheel_events.iter() {
|
||||||
|
//
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn on_resize_system(
|
||||||
|
mut resize_reader: EventReader<WindowResized>,
|
||||||
|
mut global_state: ResMut<GlobalState>,
|
||||||
|
) {
|
||||||
|
for e in resize_reader.iter() {
|
||||||
|
// When resolution is being changed
|
||||||
|
global_state.window_extent = Vec2::new(e.width, e.height);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
63
src/polygon.rs
Normal file
63
src/polygon.rs
Normal file
|
@ -0,0 +1,63 @@
|
||||||
|
use bevy::prelude::*;
|
||||||
|
|
||||||
|
#[derive(Default, Debug, PartialEq)]
|
||||||
|
pub struct Polygon {
|
||||||
|
points: Vec<Vec2>,
|
||||||
|
finished: bool,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Polygon {
|
||||||
|
const PROXIMITY_THRESHOLD: f32 = 5.0;
|
||||||
|
|
||||||
|
pub fn add_point(&mut self, point: Vec2) -> bool {
|
||||||
|
debug_assert_eq!(self.finished, false);
|
||||||
|
|
||||||
|
// polygon must be at least an triangle
|
||||||
|
// and check if we can close up the polygon
|
||||||
|
if self.points.len() >= 3 && self.check_first_for_proximity(point) {
|
||||||
|
self.points.push(point);
|
||||||
|
self.finished = true;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// deny too close points
|
||||||
|
if !self.check_all_for_proximity(point) {
|
||||||
|
self.points.push(point);
|
||||||
|
}
|
||||||
|
|
||||||
|
false
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn finished(&self) -> bool {
|
||||||
|
self.finished
|
||||||
|
}
|
||||||
|
|
||||||
|
fn check_all_for_proximity(&self, point: Vec2) -> bool {
|
||||||
|
self.points
|
||||||
|
.iter()
|
||||||
|
.any(|p| p.distance(point) < Self::PROXIMITY_THRESHOLD)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn check_first_for_proximity(&self, point: Vec2) -> bool {
|
||||||
|
debug_assert!(!self.points.is_empty());
|
||||||
|
|
||||||
|
self.points.first().unwrap().distance(point) < Self::PROXIMITY_THRESHOLD
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Resource, Default, Debug, PartialEq)]
|
||||||
|
pub struct ObjectInfos {
|
||||||
|
polygons: Vec<Polygon>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl ObjectInfos {
|
||||||
|
pub fn active_polygon(&mut self) -> Option<&mut Polygon> {
|
||||||
|
self.polygons.iter_mut().find(|polygon| !polygon.finished())
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn add_polygon(&mut self) -> &mut Polygon {
|
||||||
|
self.polygons.push(Polygon::default());
|
||||||
|
self.polygons.last_mut().unwrap()
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in a new issue