bevy/crates/bevy_gizmos/src/arrows.rs

107 lines
3.5 KiB
Rust
Raw Normal View History

//! Additional Gizmo Functions -- Arrows
use crate::prelude::Gizmos;
use bevy_math::{Quat, Vec2, Vec3};
use bevy_render::color::Color;
pub struct ArrowBuilder<'a, 's> {
gizmos: &'a mut Gizmos<'s>,
start: Vec3,
end: Vec3,
color: Color,
tip_length: f32,
}
/// A builder returned by [`Gizmos::arrow`] and [`Gizmos::arrow_2d`]
impl ArrowBuilder<'_, '_> {
/// Change the length of the tips to be `length`.
/// The default tip length is [length of the arrow]/10.
///
/// # Example
/// ```
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.arrow(Vec3::ZERO, Vec3::ONE, Color::GREEN)
/// .with_tip_length(3.);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[doc(alias = "arrow_head_length")]
pub fn with_tip_length(&mut self, length: f32) {
self.tip_length = length;
}
}
impl Drop for ArrowBuilder<'_, '_> {
/// Draws the arrow, by drawing lines with the stored [`Gizmos`]
fn drop(&mut self) {
// first, draw the body of the arrow
self.gizmos.line(self.start, self.end, self.color);
// now the hard part is to draw the head in a sensible way
// put us in a coordinate system where the arrow is pointing towards +x and ends at the origin
let pointing = (self.end - self.start).normalize();
let rotation = Quat::from_rotation_arc(Vec3::X, pointing);
let tips = [
Vec3::new(-1., 1., 0.),
Vec3::new(-1., 0., 1.),
Vec3::new(-1., -1., 0.),
Vec3::new(-1., 0., -1.),
];
// - extend the vectors so their length is `tip_length`
// - rotate the world so +x is facing in the same direction as the arrow
// - translate over to the tip of the arrow
let tips = tips.map(|v| rotation * (v.normalize() * self.tip_length) + self.end);
for v in tips {
// then actually draw the tips
self.gizmos.line(self.end, v, self.color);
}
}
}
impl<'s> Gizmos<'s> {
/// Draw an arrow in 3D, from `start` to `end`. Has four tips for convienent viewing from any direction.
///
/// This should be called for each frame the arrow needs to be rendered.
///
/// # Example
/// ```
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.arrow(Vec3::ZERO, Vec3::ONE, Color::GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
pub fn arrow(&mut self, start: Vec3, end: Vec3, color: Color) -> ArrowBuilder<'_, 's> {
let length = (end - start).length();
ArrowBuilder {
gizmos: self,
start,
end,
color,
tip_length: length / 10.,
}
}
/// Draw an arrow in 2D (on the xy plane), from `start` to `end`.
///
/// This should be called for each frame the arrow needs to be rendered.
///
/// # Example
/// ```
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.arrow_2d(Vec2::ZERO, Vec2::X, Color::GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
pub fn arrow_2d(&mut self, start: Vec2, end: Vec2, color: Color) -> ArrowBuilder<'_, 's> {
self.arrow(start.extend(0.), end.extend(0.), color)
}
}