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Add axes_2d gizmo. (#12334)
# Objective This PR addresses #12222 (Fixes #12222). Simple addition to add a 2D axes gizmo. ## Solution - Add a new method axes_2d which takes a transform and a case length and then draws two arrows in the XY plane. The only thing I'm not sure about here is taking a 3D transform as an argument. It says in the transform comments that for 2D the z-axis is used for ordering, so I figured I'd keep it that way? --- ## Changelog - Add method axes_2d. - Update arrow_2d to also calculate the tip length depending on arrow length as in arrow. - Add axes_2d to examples 2d_gizmos. --------- Co-authored-by: Ben Lambert <bennett-spencer.lambert@pierer-innovation.com>
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1 changed files with 32 additions and 1 deletions
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@ -8,7 +8,7 @@ use bevy_color::{
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palettes::basic::{BLUE, GREEN, RED},
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palettes::basic::{BLUE, GREEN, RED},
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Color,
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Color,
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};
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};
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use bevy_math::{Quat, Vec2, Vec3};
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use bevy_math::{Quat, Vec2, Vec3, Vec3Swizzles};
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use bevy_transform::TransformPoint;
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use bevy_transform::TransformPoint;
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/// A builder returned by [`Gizmos::arrow`] and [`Gizmos::arrow_2d`]
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/// A builder returned by [`Gizmos::arrow`] and [`Gizmos::arrow_2d`]
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@ -201,4 +201,35 @@ where
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self.arrow(start, end_y, GREEN);
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self.arrow(start, end_y, GREEN);
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self.arrow(start, end_z, BLUE);
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self.arrow(start, end_z, BLUE);
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}
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}
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/// Draw a set of axes local to the given transform (`transform`), with length scaled by a factor
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/// of `base_length`.
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///
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/// This should be called for each frame the axes need to be rendered.
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///
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/// # Example
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/// ```
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/// # use bevy_gizmos::prelude::*;
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/// # use bevy_ecs::prelude::*;
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/// # use bevy_transform::components::Transform;
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/// # #[derive(Component)]
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/// # struct AxesComponent;
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/// fn draw_axes_2d(
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/// mut gizmos: Gizmos,
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/// query: Query<&Transform, With<AxesComponent>>,
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/// ) {
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/// for &transform in &query {
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/// gizmos.axes_2d(transform, 1.);
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/// }
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/// }
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/// # bevy_ecs::system::assert_is_system(draw_axes_2d);
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/// ```
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pub fn axes_2d(&mut self, transform: impl TransformPoint, base_length: f32) {
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let start = transform.transform_point(Vec3::ZERO);
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let end_x = transform.transform_point(base_length * Vec3::X);
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let end_y = transform.transform_point(base_length * Vec3::Y);
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self.arrow_2d(start.xy(), end_x.xy(), RED);
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self.arrow_2d(start.xy(), end_y.xy(), GREEN);
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}
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}
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}
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