#![allow(clippy::type_complexity)] #![warn(missing_docs)] //! This crate adds an immediate mode drawing api to Bevy for visual debugging. //! //! # Example //! ``` //! # use bevy_gizmos::prelude::*; //! # use bevy_render::prelude::*; //! # use bevy_math::prelude::*; //! fn system(mut gizmos: Gizmos) { //! gizmos.line(Vec3::ZERO, Vec3::X, Color::GREEN); //! } //! # bevy_ecs::system::assert_is_system(system); //! ``` //! //! See the documentation on [`Gizmos`](crate::gizmos::Gizmos) for more examples. use std::mem; use bevy_app::{Last, Plugin}; use bevy_asset::{load_internal_asset, Assets, Handle, HandleUntyped}; use bevy_ecs::{ prelude::{Component, DetectChanges}, schedule::IntoSystemConfigs, system::{Commands, Res, ResMut, Resource}, world::{FromWorld, World}, }; use bevy_math::Mat4; use bevy_reflect::TypeUuid; use bevy_render::{ mesh::Mesh, render_phase::AddRenderCommand, render_resource::{PrimitiveTopology, Shader, SpecializedMeshPipelines}, Extract, ExtractSchedule, Render, RenderApp, RenderSet, }; #[cfg(feature = "bevy_pbr")] use bevy_pbr::MeshUniform; #[cfg(feature = "bevy_sprite")] use bevy_sprite::{Mesh2dHandle, Mesh2dUniform}; pub mod gizmos; #[cfg(feature = "bevy_sprite")] mod pipeline_2d; #[cfg(feature = "bevy_pbr")] mod pipeline_3d; use crate::gizmos::GizmoStorage; /// The `bevy_gizmos` prelude. pub mod prelude { #[doc(hidden)] pub use crate::{gizmos::Gizmos, GizmoConfig}; } const LINE_SHADER_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 7414812689238026784); /// A [`Plugin`] that provides an immediate mode drawing api for visual debugging. pub struct GizmoPlugin; impl Plugin for GizmoPlugin { fn build(&self, app: &mut bevy_app::App) { load_internal_asset!(app, LINE_SHADER_HANDLE, "lines.wgsl", Shader::from_wgsl); app.init_resource::() .init_resource::() .init_resource::() .add_systems(Last, update_gizmo_meshes); let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app.add_systems(ExtractSchedule, extract_gizmo_data); #[cfg(feature = "bevy_sprite")] { use bevy_core_pipeline::core_2d::Transparent2d; use pipeline_2d::*; render_app .add_render_command::() .init_resource::() .init_resource::>() .add_systems(Render, queue_gizmos_2d.in_set(RenderSet::Queue)); } #[cfg(feature = "bevy_pbr")] { use bevy_core_pipeline::core_3d::Opaque3d; use pipeline_3d::*; render_app .add_render_command::() .init_resource::() .init_resource::>() .add_systems(Render, queue_gizmos_3d.in_set(RenderSet::Queue)); } } } /// A [`Resource`] that stores configuration for gizmos. #[derive(Resource, Clone, Copy)] pub struct GizmoConfig { /// Set to `false` to stop drawing gizmos. /// /// Defaults to `true`. pub enabled: bool, /// Draw gizmos on top of everything else, ignoring depth. /// /// This setting only affects 3D. In 2D, gizmos are always drawn on top. /// /// Defaults to `false`. pub on_top: bool, } impl Default for GizmoConfig { fn default() -> Self { Self { enabled: true, on_top: false, } } } #[derive(Resource)] struct MeshHandles { list: Handle, strip: Handle, } impl FromWorld for MeshHandles { fn from_world(world: &mut World) -> Self { let mut meshes = world.resource_mut::>(); MeshHandles { list: meshes.add(Mesh::new(PrimitiveTopology::LineList)), strip: meshes.add(Mesh::new(PrimitiveTopology::LineStrip)), } } } #[derive(Component)] struct GizmoMesh; fn update_gizmo_meshes( mut meshes: ResMut>, handles: Res, mut storage: ResMut, ) { let list_mesh = meshes.get_mut(&handles.list).unwrap(); let positions = mem::take(&mut storage.list_positions); list_mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions); let colors = mem::take(&mut storage.list_colors); list_mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors); let strip_mesh = meshes.get_mut(&handles.strip).unwrap(); let positions = mem::take(&mut storage.strip_positions); strip_mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions); let colors = mem::take(&mut storage.strip_colors); strip_mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors); } fn extract_gizmo_data( mut commands: Commands, handles: Extract>, config: Extract>, ) { if config.is_changed() { commands.insert_resource(**config); } if !config.enabled { return; } let transform = Mat4::IDENTITY; let inverse_transpose_model = transform.inverse().transpose(); commands.spawn_batch([&handles.list, &handles.strip].map(|handle| { ( GizmoMesh, #[cfg(feature = "bevy_pbr")] ( handle.clone(), MeshUniform { flags: 0, transform, previous_transform: transform, inverse_transpose_model, }, ), #[cfg(feature = "bevy_sprite")] ( Mesh2dHandle(handle.clone()), Mesh2dUniform { flags: 0, transform, inverse_transpose_model, }, ), ) })); }