//! Additional [`Gizmos`] Functions -- Arrows //! //! Includes the implementation of [`Gizmos::arrow`] and [`Gizmos::arrow_2d`], //! and assorted support items. use crate::prelude::{GizmoConfigGroup, Gizmos}; use bevy_math::{Quat, Vec2, Vec3}; use bevy_render::color::Color; /// A builder returned by [`Gizmos::arrow`] and [`Gizmos::arrow_2d`] pub struct ArrowBuilder<'a, 'w, 's, T: GizmoConfigGroup> { gizmos: &'a mut Gizmos<'w, 's, T>, start: Vec3, end: Vec3, color: Color, tip_length: f32, } impl ArrowBuilder<'_, '_, '_, T> { /// 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<'_, '_, '_, T> { /// Draws the arrow, by drawing lines with the stored [`Gizmos`] fn drop(&mut self) { if !self.gizmos.enabled { return; } // 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<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> { /// Draw an arrow in 3D, from `start` to `end`. Has four tips for convenient 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<'_, 'w, 's, T> { 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<'_, 'w, 's, T> { self.arrow(start.extend(0.), end.extend(0.), color) } }