Gizmo Arrows (#10550)

## Objective

- Add an arrow gizmo as suggested by #9400 

## Solution

(excuse my Protomen music)


https://github.com/bevyengine/bevy/assets/14184826/192adf24-079f-4a4b-a17b-091e892974ec

Wasn't horribly hard when i remembered i can change coordinate systems
whenever I want. Gave them four tips (as suggested by @alice-i-cecile in
discord) instead of trying to decide what direction the tips should
point.

Made the tip length default to 1/10 of the arrow's length, which looked
good enough to me. Hard-coded the angle from the body to the tips to 45
degrees.

## Still TODO

- [x] actual doc comments
- [x] doctests
- [x] `ArrowBuilder.with_tip_length()`

---

## Changelog

- Added `gizmos.arrow()` and `gizmos.arrow_2d()`
- Added arrows to `2d_gizmos` and `3d_gizmos` examples

## Migration Guide

N/A

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
This commit is contained in:
Connor King 2023-11-15 09:19:15 -05:00 committed by GitHub
parent 8c15713b9a
commit ab300d0ed9
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4 changed files with 115 additions and 0 deletions

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@ -0,0 +1,106 @@
//! Additional Gizmo Functions -- Arrows
use crate::prelude::Gizmos;
use bevy_math::{Quat, Vec2, Vec3};
use bevy_render::color::Color;
pub struct ArrowBuilder<'a, 's> {
gizmos: &'a mut Gizmos<'s>,
start: Vec3,
end: Vec3,
color: Color,
tip_length: f32,
}
/// A builder returned by [`Gizmos::arrow`] and [`Gizmos::arrow_2d`]
impl ArrowBuilder<'_, '_> {
/// 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 Drop for ArrowBuilder<'_, '_> {
/// Draws the arrow, by drawing lines with the stored [`Gizmos`]
fn drop(&mut self) {
// 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<'s> Gizmos<'s> {
/// Draw an arrow in 3D, from `start` to `end`. Has four tips for convienent 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<'_, 's> {
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<'_, 's> {
self.arrow(start.extend(0.), end.extend(0.), color)
}
}

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@ -16,6 +16,7 @@
//!
//! See the documentation on [`Gizmos`] for more examples.
mod arrows;
pub mod gizmos;
#[cfg(feature = "bevy_sprite")]

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@ -53,6 +53,12 @@ fn system(mut gizmos: Gizmos, time: Res<Time>) {
// Arcs default amount of segments is linearly interpolated between
// 1 and 32, using the arc length as scalar.
gizmos.arc_2d(Vec2::ZERO, sin / 10., PI / 2., 350., Color::ORANGE_RED);
gizmos.arrow_2d(
Vec2::ZERO,
Vec2::from_angle(sin / -10. + PI / 2.) * 50.,
Color::YELLOW,
);
}
fn update_config(mut config: ResMut<GizmoConfig>, keyboard: Res<Input<KeyCode>>, time: Res<Time>) {

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@ -96,6 +96,8 @@ fn system(mut gizmos: Gizmos, time: Res<Time>) {
gizmos
.sphere(Vec3::ZERO, Quat::IDENTITY, 3.2, Color::BLACK)
.circle_segments(64);
gizmos.arrow(Vec3::ZERO, Vec3::ONE * 1.5, Color::YELLOW);
}
fn rotate_camera(mut query: Query<&mut Transform, With<Camera>>, time: Res<Time>) {