//! Additional [`Gizmos`] Functions -- Arcs //! //! Includes the implementation of [`Gizmos::arc_2d`], //! and assorted support items. use crate::circles::DEFAULT_CIRCLE_RESOLUTION; use crate::prelude::{GizmoConfigGroup, Gizmos}; use bevy_color::Color; use bevy_math::{Quat, Vec2, Vec3}; use std::f32::consts::TAU; // === 2D === impl<'w, 's, Config, Clear> Gizmos<'w, 's, Config, Clear> where Config: GizmoConfigGroup, Clear: 'static + Send + Sync, { /// Draw an arc, which is a part of the circumference of a circle, in 2D. /// /// This should be called for each frame the arc needs to be rendered. /// /// # Arguments /// - `position` sets the center of this circle. /// - `direction_angle` sets the clockwise angle in radians between `Vec2::Y` and /// the vector from `position` to the midpoint of the arc. /// - `arc_angle` sets the length of this arc, in radians. /// - `radius` controls the distance from `position` to this arc, and thus its curvature. /// - `color` sets the color to draw the arc. /// /// # Example /// ``` /// # use bevy_gizmos::prelude::*; /// # use bevy_render::prelude::*; /// # use bevy_math::prelude::*; /// # use std::f32::consts::PI; /// # use bevy_color::palettes::basic::{GREEN, RED}; /// fn system(mut gizmos: Gizmos) { /// gizmos.arc_2d(Vec2::ZERO, 0., PI / 4., 1., GREEN); /// /// // Arcs have 32 line-segments by default. /// // You may want to increase this for larger arcs. /// gizmos /// .arc_2d(Vec2::ZERO, 0., PI / 4., 5., RED) /// .resolution(64); /// } /// # bevy_ecs::system::assert_is_system(system); /// ``` #[inline] pub fn arc_2d( &mut self, position: Vec2, direction_angle: f32, arc_angle: f32, radius: f32, color: impl Into, ) -> Arc2dBuilder<'_, 'w, 's, Config, Clear> { Arc2dBuilder { gizmos: self, position, direction_angle, arc_angle, radius, color: color.into(), resolution: None, } } } /// A builder returned by [`Gizmos::arc_2d`]. pub struct Arc2dBuilder<'a, 'w, 's, Config, Clear> where Config: GizmoConfigGroup, Clear: 'static + Send + Sync, { gizmos: &'a mut Gizmos<'w, 's, Config, Clear>, position: Vec2, direction_angle: f32, arc_angle: f32, radius: f32, color: Color, resolution: Option, } impl Arc2dBuilder<'_, '_, '_, Config, Clear> where Config: GizmoConfigGroup, Clear: 'static + Send + Sync, { /// Set the number of lines used to approximate the geometry of this arc. pub fn resolution(mut self, resolution: usize) -> Self { self.resolution.replace(resolution); self } } impl Drop for Arc2dBuilder<'_, '_, '_, Config, Clear> where Config: GizmoConfigGroup, Clear: 'static + Send + Sync, { fn drop(&mut self) { if !self.gizmos.enabled { return; } let resolution = self .resolution .unwrap_or_else(|| resolution_from_angle(self.arc_angle)); let positions = arc_2d_inner( self.direction_angle, self.arc_angle, self.radius, resolution, ) .map(|vec2| (vec2 + self.position)); self.gizmos.linestrip_2d(positions, self.color); } } fn arc_2d_inner( direction_angle: f32, arc_angle: f32, radius: f32, resolution: usize, ) -> impl Iterator { (0..resolution + 1).map(move |i| { let start = direction_angle - arc_angle / 2.; let angle = start + (i as f32 * (arc_angle / resolution as f32)); Vec2::from(angle.sin_cos()) * radius }) } // === 3D === impl<'w, 's, Config, Clear> Gizmos<'w, 's, Config, Clear> where Config: GizmoConfigGroup, Clear: 'static + Send + Sync, { /// Draw an arc, which is a part of the circumference of a circle, in 3D. For default values /// this is drawing a standard arc. A standard arc is defined as /// /// - an arc with a center at `Vec3::ZERO` /// - starting at `Vec3::X` /// - embedded in the XZ plane /// - rotates counterclockwise /// /// This should be called for each frame the arc needs to be rendered. /// /// # Arguments /// - `angle`: sets how much of a circle circumference is passed, e.g. PI is half a circle. This /// value should be in the range (-2 * PI..=2 * PI) /// - `radius`: distance between the arc and its center point /// - `position`: position of the arcs center point /// - `rotation`: defines orientation of the arc, by default we assume the arc is contained in a /// plane parallel to the XZ plane and the default starting point is (`position + Vec3::X`) /// - `color`: color of the arc /// /// # Builder methods /// The resolution of the arc (i.e. the level of detail) can be adjusted with the /// `.resolution(...)` method. /// /// # Example /// ``` /// # use bevy_gizmos::prelude::*; /// # use bevy_render::prelude::*; /// # use bevy_math::prelude::*; /// # use std::f32::consts::PI; /// # use bevy_color::palettes::css::ORANGE; /// fn system(mut gizmos: Gizmos) { /// // rotation rotates normal to point in the direction of `Vec3::NEG_ONE` /// let rotation = Quat::from_rotation_arc(Vec3::Y, Vec3::NEG_ONE.normalize()); /// /// gizmos /// .arc_3d( /// 270.0_f32.to_radians(), /// 0.25, /// Vec3::ONE, /// rotation, /// ORANGE /// ) /// .resolution(100); /// } /// # bevy_ecs::system::assert_is_system(system); /// ``` #[inline] pub fn arc_3d( &mut self, angle: f32, radius: f32, position: Vec3, rotation: Quat, color: impl Into, ) -> Arc3dBuilder<'_, 'w, 's, Config, Clear> { Arc3dBuilder { gizmos: self, start_vertex: Vec3::X, center: position, rotation, angle, radius, color: color.into(), resolution: None, } } /// Draws the shortest arc between two points (`from` and `to`) relative to a specified `center` point. /// /// # Arguments /// /// - `center`: The center point around which the arc is drawn. /// - `from`: The starting point of the arc. /// - `to`: The ending point of the arc. /// - `color`: color of the arc /// /// # Builder methods /// The resolution of the arc (i.e. the level of detail) can be adjusted with the /// `.resolution(...)` method. /// /// # Examples /// ``` /// # use bevy_gizmos::prelude::*; /// # use bevy_render::prelude::*; /// # use bevy_math::prelude::*; /// # use bevy_color::palettes::css::ORANGE; /// fn system(mut gizmos: Gizmos) { /// gizmos.short_arc_3d_between( /// Vec3::ONE, /// Vec3::ONE + Vec3::NEG_ONE, /// Vec3::ZERO, /// ORANGE /// ) /// .resolution(100); /// } /// # bevy_ecs::system::assert_is_system(system); /// ``` /// /// # Notes /// - This method assumes that the points `from` and `to` are distinct from `center`. If one of /// the points is coincident with `center`, nothing is rendered. /// - The arc is drawn as a portion of a circle with a radius equal to the distance from the /// `center` to `from`. If the distance from `center` to `to` is not equal to the radius, then /// the results will behave as if this were the case #[inline] pub fn short_arc_3d_between( &mut self, center: Vec3, from: Vec3, to: Vec3, color: impl Into, ) -> Arc3dBuilder<'_, 'w, 's, Config, Clear> { self.arc_from_to(center, from, to, color, |x| x) } /// Draws the longest arc between two points (`from` and `to`) relative to a specified `center` point. /// /// # Arguments /// - `center`: The center point around which the arc is drawn. /// - `from`: The starting point of the arc. /// - `to`: The ending point of the arc. /// - `color`: color of the arc /// /// # Builder methods /// The resolution of the arc (i.e. the level of detail) can be adjusted with the /// `.resolution(...)` method. /// /// # Examples /// ``` /// # use bevy_gizmos::prelude::*; /// # use bevy_render::prelude::*; /// # use bevy_math::prelude::*; /// # use bevy_color::palettes::css::ORANGE; /// fn system(mut gizmos: Gizmos) { /// gizmos.long_arc_3d_between( /// Vec3::ONE, /// Vec3::ONE + Vec3::NEG_ONE, /// Vec3::ZERO, /// ORANGE /// ) /// .resolution(100); /// } /// # bevy_ecs::system::assert_is_system(system); /// ``` /// /// # Notes /// - This method assumes that the points `from` and `to` are distinct from `center`. If one of /// the points is coincident with `center`, nothing is rendered. /// - The arc is drawn as a portion of a circle with a radius equal to the distance from the /// `center` to `from`. If the distance from `center` to `to` is not equal to the radius, then /// the results will behave as if this were the case. #[inline] pub fn long_arc_3d_between( &mut self, center: Vec3, from: Vec3, to: Vec3, color: impl Into, ) -> Arc3dBuilder<'_, 'w, 's, Config, Clear> { self.arc_from_to(center, from, to, color, |angle| { if angle > 0.0 { TAU - angle } else if angle < 0.0 { -TAU - angle } else { 0.0 } }) } #[inline] fn arc_from_to( &mut self, center: Vec3, from: Vec3, to: Vec3, color: impl Into, angle_fn: impl Fn(f32) -> f32, ) -> Arc3dBuilder<'_, 'w, 's, Config, Clear> { // `from` and `to` can be the same here since in either case nothing gets rendered and the // orientation ambiguity of `up` doesn't matter let from_axis = (from - center).normalize_or_zero(); let to_axis = (to - center).normalize_or_zero(); let (up, angle) = Quat::from_rotation_arc(from_axis, to_axis).to_axis_angle(); let angle = angle_fn(angle); let radius = center.distance(from); let rotation = Quat::from_rotation_arc(Vec3::Y, up); let start_vertex = rotation.inverse() * from_axis; Arc3dBuilder { gizmos: self, start_vertex, center, rotation, angle, radius, color: color.into(), resolution: None, } } } /// A builder returned by [`Gizmos::arc_2d`]. pub struct Arc3dBuilder<'a, 'w, 's, Config, Clear> where Config: GizmoConfigGroup, Clear: 'static + Send + Sync, { gizmos: &'a mut Gizmos<'w, 's, Config, Clear>, // this is the vertex the arc starts on in the XZ plane. For the normal arc_3d method this is // always starting at Vec3::X. For the short/long arc methods we actually need a way to start // at the from position and this is where this internal field comes into play. Some implicit // assumptions: // // 1. This is always in the XZ plane // 2. This is always normalized // // DO NOT expose this field to users as it is easy to mess this up start_vertex: Vec3, center: Vec3, rotation: Quat, angle: f32, radius: f32, color: Color, resolution: Option, } impl Arc3dBuilder<'_, '_, '_, Config, Clear> where Config: GizmoConfigGroup, Clear: 'static + Send + Sync, { /// Set the number of lines for this arc. pub fn resolution(mut self, resolution: usize) -> Self { self.resolution.replace(resolution); self } } impl Drop for Arc3dBuilder<'_, '_, '_, Config, Clear> where Config: GizmoConfigGroup, Clear: 'static + Send + Sync, { fn drop(&mut self) { if !self.gizmos.enabled { return; } let resolution = self .resolution .unwrap_or_else(|| resolution_from_angle(self.angle)); let positions = arc_3d_inner( self.start_vertex, self.center, self.rotation, self.angle, self.radius, resolution, ); self.gizmos.linestrip(positions, self.color); } } fn arc_3d_inner( start_vertex: Vec3, center: Vec3, rotation: Quat, angle: f32, radius: f32, resolution: usize, ) -> impl Iterator { // drawing arcs bigger than TAU degrees or smaller than -TAU degrees makes no sense since // we won't see the overlap and we would just decrease the level of details since the resolution // would be larger let angle = angle.clamp(-TAU, TAU); (0..=resolution) .map(move |frac| frac as f32 / resolution as f32) .map(move |percentage| angle * percentage) .map(move |frac_angle| Quat::from_axis_angle(Vec3::Y, frac_angle) * start_vertex) .map(move |p| rotation * (p * radius) + center) } // helper function for getting a default value for the resolution parameter fn resolution_from_angle(angle: f32) -> usize { ((angle.abs() / TAU) * DEFAULT_CIRCLE_RESOLUTION as f32).ceil() as usize }