//! Additional [`Gizmos`] Functions -- Rounded cuboids and rectangles //! //! Includes the implementation of [`Gizmos::rounded_rect`], [`Gizmos::rounded_rect_2d`] and [`Gizmos::rounded_cuboid`]. //! and assorted support items. use std::f32::consts::FRAC_PI_2; use crate::prelude::{GizmoConfigGroup, Gizmos}; use bevy_color::Color; use bevy_math::{Quat, Vec2, Vec3}; use bevy_transform::components::Transform; /// A builder returned by [`Gizmos::rounded_rect`] and [`Gizmos::rounded_rect_2d`] pub struct RoundedRectBuilder<'a, 'w, 's, T: GizmoConfigGroup> { size: Vec2, gizmos: &'a mut Gizmos<'w, 's, T>, config: RoundedBoxConfig, } /// A builder returned by [`Gizmos::rounded_cuboid`] pub struct RoundedCuboidBuilder<'a, 'w, 's, T: GizmoConfigGroup> { size: Vec3, gizmos: &'a mut Gizmos<'w, 's, T>, config: RoundedBoxConfig, } struct RoundedBoxConfig { position: Vec3, rotation: Quat, color: Color, corner_radius: f32, arc_resolution: u32, } impl RoundedRectBuilder<'_, '_, '_, T> { /// Change the radius of the corners to be `corner_radius`. /// The default corner radius is [min axis of size] / 10.0 pub fn corner_radius(mut self, corner_radius: f32) -> Self { self.config.corner_radius = corner_radius; self } /// Change the resolution of the arcs at the corners of the rectangle. /// The default value is 8 pub fn arc_resolution(mut self, arc_resolution: u32) -> Self { self.config.arc_resolution = arc_resolution; self } } impl RoundedCuboidBuilder<'_, '_, '_, T> { /// Change the radius of the edges to be `edge_radius`. /// The default edge radius is [min axis of size] / 10.0 pub fn edge_radius(mut self, edge_radius: f32) -> Self { self.config.corner_radius = edge_radius; self } /// Change the resolution of the arcs at the edges of the cuboid. /// The default value is 8 pub fn arc_resolution(mut self, arc_resolution: u32) -> Self { self.config.arc_resolution = arc_resolution; self } } impl Drop for RoundedRectBuilder<'_, '_, '_, T> { fn drop(&mut self) { if !self.gizmos.enabled { return; } let config = &self.config; // Calculate inner and outer half size and ensure that the edge_radius is <= any half_length let mut outer_half_size = self.size.abs() / 2.0; let inner_half_size = (outer_half_size - Vec2::splat(config.corner_radius.abs())).max(Vec2::ZERO); let corner_radius = (outer_half_size - inner_half_size).min_element(); let mut inner_half_size = outer_half_size - Vec2::splat(corner_radius); if config.corner_radius < 0. { std::mem::swap(&mut outer_half_size, &mut inner_half_size); } // Handle cases where the rectangle collapses into simpler shapes if outer_half_size.x * outer_half_size.y == 0. { self.gizmos.line( config.position + config.rotation * -outer_half_size.extend(0.), config.position + config.rotation * outer_half_size.extend(0.), config.color, ); return; } if corner_radius == 0. { self.gizmos .rect(config.position, config.rotation, self.size, config.color); return; } let vertices = [ // top right Vec3::new(inner_half_size.x, outer_half_size.y, 0.), Vec3::new(inner_half_size.x, inner_half_size.y, 0.), Vec3::new(outer_half_size.x, inner_half_size.y, 0.), // bottom right Vec3::new(outer_half_size.x, -inner_half_size.y, 0.), Vec3::new(inner_half_size.x, -inner_half_size.y, 0.), Vec3::new(inner_half_size.x, -outer_half_size.y, 0.), // bottom left Vec3::new(-inner_half_size.x, -outer_half_size.y, 0.), Vec3::new(-inner_half_size.x, -inner_half_size.y, 0.), Vec3::new(-outer_half_size.x, -inner_half_size.y, 0.), // top left Vec3::new(-outer_half_size.x, inner_half_size.y, 0.), Vec3::new(-inner_half_size.x, inner_half_size.y, 0.), Vec3::new(-inner_half_size.x, outer_half_size.y, 0.), ] .map(|v| config.position + config.rotation * v); for chunk in vertices.chunks_exact(3) { self.gizmos .short_arc_3d_between(chunk[1], chunk[0], chunk[2], config.color) .resolution(config.arc_resolution); } let edges = if config.corner_radius > 0. { [ (vertices[2], vertices[3]), (vertices[5], vertices[6]), (vertices[8], vertices[9]), (vertices[11], vertices[0]), ] } else { [ (vertices[0], vertices[5]), (vertices[3], vertices[8]), (vertices[6], vertices[11]), (vertices[9], vertices[2]), ] }; for (start, end) in edges { self.gizmos.line(start, end, config.color); } } } impl Drop for RoundedCuboidBuilder<'_, '_, '_, T> { fn drop(&mut self) { if !self.gizmos.enabled { return; } let config = &self.config; // Calculate inner and outer half size and ensure that the edge_radius is <= any half_length let outer_half_size = self.size.abs() / 2.0; let inner_half_size = (outer_half_size - Vec3::splat(config.corner_radius.abs())).max(Vec3::ZERO); let mut edge_radius = (outer_half_size - inner_half_size).min_element(); let inner_half_size = outer_half_size - Vec3::splat(edge_radius); edge_radius *= config.corner_radius.signum(); // Handle cases where the rounded cuboid collapses into simpler shapes if edge_radius == 0.0 { let transform = Transform::from_translation(config.position) .with_rotation(config.rotation) .with_scale(self.size); self.gizmos.cuboid(transform, config.color); return; } let rects = [ ( Vec3::X, Vec2::new(self.size.z, self.size.y), Quat::from_rotation_y(FRAC_PI_2), ), ( Vec3::Y, Vec2::new(self.size.x, self.size.z), Quat::from_rotation_x(FRAC_PI_2), ), (Vec3::Z, Vec2::new(self.size.x, self.size.y), Quat::IDENTITY), ]; for (position, size, rotation) in rects { let world_rotation = config.rotation * rotation; let local_position = config.rotation * (position * inner_half_size); self.gizmos .rounded_rect( config.position + local_position, world_rotation, size, config.color, ) .arc_resolution(config.arc_resolution) .corner_radius(edge_radius); self.gizmos .rounded_rect( config.position - local_position, world_rotation, size, config.color, ) .arc_resolution(config.arc_resolution) .corner_radius(edge_radius); } } } impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> { /// Draw a wireframe rectangle with rounded corners in 3D. /// /// This should be called for each frame the rectangle needs to be rendered. /// /// # Arguments /// /// - `position`: The center point of the rectangle. /// - `rotation`: defines orientation of the rectangle, by default we assume the rectangle is contained in a plane parallel to the XY plane. /// - `size`: defines the size of the rectangle. This refers to the 'outer size', similar to a bounding box. /// - `color`: color of the rectangle /// /// # Builder methods /// /// - The corner radius can be adjusted with the `.corner_radius(...)` method. /// - The resolution of the arcs at each corner (i.e. the level of detail) can be adjusted with the /// `.arc_resolution(...)` method. /// /// # Example /// ``` /// # use bevy_gizmos::prelude::*; /// # use bevy_math::prelude::*; /// # use bevy_color::palettes::css::GREEN; /// fn system(mut gizmos: Gizmos) { /// gizmos.rounded_rect( /// Vec3::ZERO, /// Quat::IDENTITY, /// Vec2::ONE, /// GREEN /// ) /// .corner_radius(0.25) /// .arc_resolution(10); /// } /// # bevy_ecs::system::assert_is_system(system); /// ``` pub fn rounded_rect( &mut self, position: Vec3, rotation: Quat, size: Vec2, color: impl Into, ) -> RoundedRectBuilder<'_, 'w, 's, T> { let corner_radius = size.min_element() * DEFAULT_CORNER_RADIUS; RoundedRectBuilder { gizmos: self, config: RoundedBoxConfig { position, rotation, color: color.into(), corner_radius, arc_resolution: DEFAULT_ARC_RESOLUTION, }, size, } } /// Draw a wireframe rectangle with rounded corners in 2D. /// /// This should be called for each frame the rectangle needs to be rendered. /// /// # Arguments /// /// - `position`: The center point of the rectangle. /// - `rotation`: defines orientation of the rectangle. /// - `size`: defines the size of the rectangle. This refers to the 'outer size', similar to a bounding box. /// - `color`: color of the rectangle /// /// # Builder methods /// /// - The corner radius can be adjusted with the `.corner_radius(...)` method. /// - The resolution of the arcs at each corner (i.e. the level of detail) can be adjusted with the /// `.arc_resolution(...)` method. /// /// # Example /// ``` /// # use bevy_gizmos::prelude::*; /// # use bevy_math::prelude::*; /// # use bevy_color::palettes::css::GREEN; /// fn system(mut gizmos: Gizmos) { /// gizmos.rounded_rect_2d( /// Vec2::ZERO, /// 0., /// Vec2::ONE, /// GREEN /// ) /// .corner_radius(0.25) /// .arc_resolution(10); /// } /// # bevy_ecs::system::assert_is_system(system); /// ``` pub fn rounded_rect_2d( &mut self, position: Vec2, rotation: f32, size: Vec2, color: impl Into, ) -> RoundedRectBuilder<'_, 'w, 's, T> { let corner_radius = size.min_element() * DEFAULT_CORNER_RADIUS; RoundedRectBuilder { gizmos: self, config: RoundedBoxConfig { position: position.extend(0.), rotation: Quat::from_rotation_z(rotation), color: color.into(), corner_radius, arc_resolution: DEFAULT_ARC_RESOLUTION, }, size, } } /// Draw a wireframe cuboid with rounded corners in 3D. /// /// This should be called for each frame the cuboid needs to be rendered. /// /// # Arguments /// /// - `position`: The center point of the cuboid. /// - `rotation`: defines orientation of the cuboid. /// - `size`: defines the size of the cuboid. This refers to the 'outer size', similar to a bounding box. /// - `color`: color of the cuboid /// /// # Builder methods /// /// - The edge radius can be adjusted with the `.edge_radius(...)` method. /// - The resolution of the arcs at each edge (i.e. the level of detail) can be adjusted with the /// `.arc_resolution(...)` method. /// /// # Example /// ``` /// # use bevy_gizmos::prelude::*; /// # use bevy_math::prelude::*; /// # use bevy_color::palettes::css::GREEN; /// fn system(mut gizmos: Gizmos) { /// gizmos.rounded_cuboid( /// Vec3::ZERO, /// Quat::IDENTITY, /// Vec3::ONE, /// GREEN /// ) /// .edge_radius(0.25) /// .arc_resolution(10); /// } /// # bevy_ecs::system::assert_is_system(system); /// ``` pub fn rounded_cuboid( &mut self, position: Vec3, rotation: Quat, size: Vec3, color: impl Into, ) -> RoundedCuboidBuilder<'_, 'w, 's, T> { let corner_radius = size.min_element() * DEFAULT_CORNER_RADIUS; RoundedCuboidBuilder { gizmos: self, config: RoundedBoxConfig { position, rotation, color: color.into(), corner_radius, arc_resolution: DEFAULT_ARC_RESOLUTION, }, size, } } } const DEFAULT_ARC_RESOLUTION: u32 = 8; const DEFAULT_CORNER_RADIUS: f32 = 0.1;