bevy/crates/bevy_gizmos/src/arrows.rs
Robert Walter 041731b7e0
Drawing Primitives with Gizmos (#11072)
The PR is in a reviewable state now in the sense that the basic
implementations are there. There are still some ToDos that I'm aware of:

- [x] docs for all the new structs and traits
- [x] implement `Default` and derive other useful traits for the new
structs
- [x] Take a look at the notes again (Do this after a first round of
reviews)
- [x] Take care of the repetition in the circle drawing functions

---

# Objective

- TLDR: This PR enables us to quickly draw all the newly added
primitives from `bevy_math` in immediate mode with gizmos
- Addresses #10571

## Solution

- This implements the first design idea I had that covered everything
that was mentioned in the Issue
https://github.com/bevyengine/bevy/issues/10571#issuecomment-1863646197

--- 

## Caveats

- I added the `Primitive(2/3)d` impls for `Direction(2/3)d` to make them
work with the current solution. We could impose less strict requirements
for the gizmoable objects and remove the impls afterwards if the
community doesn't like the current approach.

---

## Changelog

- implement capabilities to draw ellipses on the gizmo in general (this
was required to have some code which is able to draw the ellipse
primitive)
- refactored circle drawing code to use the more general ellipse drawing
code to keep code duplication low
- implement `Primitive2d` for `Direction2d` and impl `Primitive3d` for
`Direction3d`
- implement trait to draw primitives with specialized details with
gizmos
  - `GizmoPrimitive2d` for all the 2D primitives
  - `GizmoPrimitive3d` for all the 3D primitives
- (question while writing this: Does it actually matter if we split this
in 2D and 3D? I guess it could be useful in the future if we do
something based on the main rendering mode even though atm it's kinda
useless)

---

---------

Co-authored-by: nothendev <borodinov.ilya@gmail.com>
2024-02-02 21:13:03 +00:00

117 lines
3.9 KiB
Rust

//! 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<T: GizmoConfigGroup> 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<T: GizmoConfigGroup> 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)
}
}