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https://github.com/bevyengine/bevy
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bcae8e9a8b
# Objective - Implement an arc3d API for gizmos - Solves #11536 ## Solution ### `arc_3d` - The current `arc3d` method on gizmos only takes an angle - It draws an "standard arc" by default, this is an arc starting at `Vec3::X`, in the XZ plane, in counter clockwise direction with a normal that is facing up - The "standard arc" can be customized with the usual gizmo builder pattern. This way you'll be able to draw arbitrary arcs ### `short/long_arc_3d_between` - Given `center`, `from`, `to` draws an arc between `from` and `to` --- ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. - Added: `Gizmos::arc3d(&mut self, angle)` method - Added: `Gizmos::long_arc_3d_between(&mut self, center, from, to)` method - Added: `Gizmos::short_arc_3d_between(&mut self, center, from, to)` method --- This PR factors out an orthogonal part of another PR as mentioned in [this comment](https://github.com/bevyengine/bevy/pull/11072#issuecomment-1883859573)
178 lines
5.8 KiB
Rust
178 lines
5.8 KiB
Rust
//! This example demonstrates Bevy's immediate mode drawing API intended for visual debugging.
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use std::f32::consts::PI;
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use bevy::math::primitives::Direction3d;
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_gizmo_group::<MyRoundGizmos>()
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.add_systems(Startup, setup)
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.add_systems(Update, (system, rotate_camera, update_config))
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.run();
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}
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// We can create our own gizmo config group!
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#[derive(Default, Reflect, GizmoConfigGroup)]
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struct MyRoundGizmos {}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0., 1.5, 6.).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(5.0)),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
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..default()
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});
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// cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Cube { size: 1.0 }),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 250000.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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// example instructions
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commands.spawn(
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TextBundle::from_section(
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"Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\
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Press 'P' to toggle perspective for line gizmos\n\
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Hold 'Left' or 'Right' to change the line width of straight gizmos\n\
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Hold 'Up' or 'Down' to change the line width of round gizmos\n\
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Press '1' or '2' to toggle the visibility of straight gizmos or round gizmos\n\
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Press 'A' to show all AABB boxes",
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TextStyle {
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font_size: 20.,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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}
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fn system(mut gizmos: Gizmos, mut my_gizmos: Gizmos<MyRoundGizmos>, time: Res<Time>) {
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gizmos.cuboid(
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Transform::from_translation(Vec3::Y * 0.5).with_scale(Vec3::splat(1.25)),
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Color::BLACK,
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);
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gizmos.rect(
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Vec3::new(time.elapsed_seconds().cos() * 2.5, 1., 0.),
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Quat::from_rotation_y(PI / 2.),
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Vec2::splat(2.),
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Color::GREEN,
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);
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my_gizmos.sphere(Vec3::new(1., 0.5, 0.), Quat::IDENTITY, 0.5, Color::RED);
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for y in [0., 0.5, 1.] {
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gizmos.ray(
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Vec3::new(1., y, 0.),
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Vec3::new(-3., (time.elapsed_seconds() * 3.).sin(), 0.),
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Color::BLUE,
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);
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}
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my_gizmos
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.arc_3d(
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180.0_f32.to_radians(),
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0.2,
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Vec3::ONE,
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Quat::from_rotation_arc(Vec3::Y, Vec3::ONE.normalize()),
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Color::ORANGE,
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)
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.segments(10);
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// Circles have 32 line-segments by default.
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my_gizmos.circle(Vec3::ZERO, Direction3d::Y, 3., Color::BLACK);
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// You may want to increase this for larger circles or spheres.
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my_gizmos
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.circle(Vec3::ZERO, Direction3d::Y, 3.1, Color::NAVY)
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.segments(64);
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my_gizmos
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.sphere(Vec3::ZERO, Quat::IDENTITY, 3.2, Color::BLACK)
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.circle_segments(64);
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gizmos.arrow(Vec3::ZERO, Vec3::ONE * 1.5, Color::YELLOW);
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}
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fn rotate_camera(mut query: Query<&mut Transform, With<Camera>>, time: Res<Time>) {
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let mut transform = query.single_mut();
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transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_seconds() / 2.));
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}
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fn update_config(
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mut config_store: ResMut<GizmoConfigStore>,
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keyboard: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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if keyboard.just_pressed(KeyCode::KeyD) {
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for (_, config, _) in config_store.iter_mut() {
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config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
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}
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}
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if keyboard.just_pressed(KeyCode::KeyP) {
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for (_, config, _) in config_store.iter_mut() {
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// Toggle line_perspective
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config.line_perspective ^= true;
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// Increase the line width when line_perspective is on
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config.line_width *= if config.line_perspective { 5. } else { 1. / 5. };
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}
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}
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let (config, _) = config_store.config_mut::<DefaultGizmoConfigGroup>();
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if keyboard.pressed(KeyCode::ArrowRight) {
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config.line_width += 5. * time.delta_seconds();
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config.line_width = config.line_width.clamp(0., 50.);
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}
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if keyboard.pressed(KeyCode::ArrowLeft) {
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config.line_width -= 5. * time.delta_seconds();
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config.line_width = config.line_width.clamp(0., 50.);
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}
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if keyboard.just_pressed(KeyCode::Digit1) {
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config.enabled ^= true;
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}
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let (my_config, _) = config_store.config_mut::<MyRoundGizmos>();
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if keyboard.pressed(KeyCode::ArrowUp) {
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my_config.line_width += 5. * time.delta_seconds();
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my_config.line_width = my_config.line_width.clamp(0., 50.);
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}
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if keyboard.pressed(KeyCode::ArrowDown) {
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my_config.line_width -= 5. * time.delta_seconds();
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my_config.line_width = my_config.line_width.clamp(0., 50.);
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}
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if keyboard.just_pressed(KeyCode::Digit2) {
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my_config.enabled ^= true;
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}
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if keyboard.just_pressed(KeyCode::KeyA) {
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// AABB gizmos are normally only drawn on entities with a ShowAabbGizmo component
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// We can change this behaviour in the configuration of AabbGizmoGroup
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config_store.config_mut::<AabbGizmoConfigGroup>().1.draw_all ^= true;
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}
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}
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