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>
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crates/bevy_gizmos/src/arrows.rs
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106
crates/bevy_gizmos/src/arrows.rs
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//! Additional Gizmo Functions -- Arrows
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use crate::prelude::Gizmos;
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use bevy_math::{Quat, Vec2, Vec3};
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use bevy_render::color::Color;
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pub struct ArrowBuilder<'a, 's> {
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gizmos: &'a mut Gizmos<'s>,
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start: Vec3,
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end: Vec3,
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color: Color,
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tip_length: f32,
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}
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/// A builder returned by [`Gizmos::arrow`] and [`Gizmos::arrow_2d`]
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impl ArrowBuilder<'_, '_> {
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/// Change the length of the tips to be `length`.
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/// The default tip length is [length of the arrow]/10.
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///
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/// # Example
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/// ```
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/// # use bevy_gizmos::prelude::*;
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/// # use bevy_render::prelude::*;
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/// # use bevy_math::prelude::*;
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/// fn system(mut gizmos: Gizmos) {
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/// gizmos.arrow(Vec3::ZERO, Vec3::ONE, Color::GREEN)
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/// .with_tip_length(3.);
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/// }
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/// # bevy_ecs::system::assert_is_system(system);
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/// ```
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#[doc(alias = "arrow_head_length")]
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pub fn with_tip_length(&mut self, length: f32) {
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self.tip_length = length;
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}
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}
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impl Drop for ArrowBuilder<'_, '_> {
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/// Draws the arrow, by drawing lines with the stored [`Gizmos`]
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fn drop(&mut self) {
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// first, draw the body of the arrow
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self.gizmos.line(self.start, self.end, self.color);
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// now the hard part is to draw the head in a sensible way
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// put us in a coordinate system where the arrow is pointing towards +x and ends at the origin
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let pointing = (self.end - self.start).normalize();
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let rotation = Quat::from_rotation_arc(Vec3::X, pointing);
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let tips = [
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Vec3::new(-1., 1., 0.),
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Vec3::new(-1., 0., 1.),
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Vec3::new(-1., -1., 0.),
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Vec3::new(-1., 0., -1.),
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];
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// - extend the vectors so their length is `tip_length`
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// - rotate the world so +x is facing in the same direction as the arrow
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// - translate over to the tip of the arrow
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let tips = tips.map(|v| rotation * (v.normalize() * self.tip_length) + self.end);
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for v in tips {
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// then actually draw the tips
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self.gizmos.line(self.end, v, self.color);
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}
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}
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}
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impl<'s> Gizmos<'s> {
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/// Draw an arrow in 3D, from `start` to `end`. Has four tips for convienent viewing from any direction.
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///
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/// This should be called for each frame the arrow needs to be rendered.
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///
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/// # Example
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/// ```
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/// # use bevy_gizmos::prelude::*;
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/// # use bevy_render::prelude::*;
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/// # use bevy_math::prelude::*;
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/// fn system(mut gizmos: Gizmos) {
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/// gizmos.arrow(Vec3::ZERO, Vec3::ONE, Color::GREEN);
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/// }
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/// # bevy_ecs::system::assert_is_system(system);
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/// ```
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pub fn arrow(&mut self, start: Vec3, end: Vec3, color: Color) -> ArrowBuilder<'_, 's> {
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let length = (end - start).length();
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ArrowBuilder {
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gizmos: self,
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start,
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end,
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color,
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tip_length: length / 10.,
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}
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}
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/// Draw an arrow in 2D (on the xy plane), from `start` to `end`.
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///
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/// This should be called for each frame the arrow needs to be rendered.
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///
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/// # Example
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/// ```
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/// # use bevy_gizmos::prelude::*;
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/// # use bevy_render::prelude::*;
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/// # use bevy_math::prelude::*;
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/// fn system(mut gizmos: Gizmos) {
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/// gizmos.arrow_2d(Vec2::ZERO, Vec2::X, Color::GREEN);
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/// }
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/// # bevy_ecs::system::assert_is_system(system);
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/// ```
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pub fn arrow_2d(&mut self, start: Vec2, end: Vec2, color: Color) -> ArrowBuilder<'_, 's> {
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self.arrow(start.extend(0.), end.extend(0.), color)
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}
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}
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@ -16,6 +16,7 @@
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//!
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//!
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//! See the documentation on [`Gizmos`] for more examples.
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//! See the documentation on [`Gizmos`] for more examples.
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mod arrows;
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pub mod gizmos;
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pub mod gizmos;
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#[cfg(feature = "bevy_sprite")]
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#[cfg(feature = "bevy_sprite")]
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@ -53,6 +53,12 @@ fn system(mut gizmos: Gizmos, time: Res<Time>) {
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// Arcs default amount of segments is linearly interpolated between
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// Arcs default amount of segments is linearly interpolated between
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// 1 and 32, using the arc length as scalar.
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// 1 and 32, using the arc length as scalar.
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gizmos.arc_2d(Vec2::ZERO, sin / 10., PI / 2., 350., Color::ORANGE_RED);
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gizmos.arc_2d(Vec2::ZERO, sin / 10., PI / 2., 350., Color::ORANGE_RED);
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gizmos.arrow_2d(
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Vec2::ZERO,
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Vec2::from_angle(sin / -10. + PI / 2.) * 50.,
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Color::YELLOW,
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);
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}
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}
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fn update_config(mut config: ResMut<GizmoConfig>, keyboard: Res<Input<KeyCode>>, time: Res<Time>) {
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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>) {
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gizmos
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gizmos
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.sphere(Vec3::ZERO, Quat::IDENTITY, 3.2, Color::BLACK)
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.sphere(Vec3::ZERO, Quat::IDENTITY, 3.2, Color::BLACK)
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.circle_segments(64);
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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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}
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fn rotate_camera(mut query: Query<&mut Transform, With<Camera>>, time: Res<Time>) {
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fn rotate_camera(mut query: Query<&mut Transform, With<Camera>>, time: Res<Time>) {
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