
# Objective Fill a gap in the functionality of our curve constructions by allowing users to easily build cyclic curves from control data. ## Solution Here I opted for something lightweight and discoverable. There is a new `CyclicCubicGenerator` trait with a method `to_curve_cyclic` which uses splines' control data to create curves that are cyclic. For now, its signature is exactly like that of `CubicGenerator` — `to_curve_cyclic` just yields a `CubicCurve`: ```rust /// Implement this on cubic splines that can generate a cyclic cubic curve from their spline parameters. /// /// This makes sense only when the control data can be interpreted cyclically. pub trait CyclicCubicGenerator<P: VectorSpace> { /// Build a cyclic [`CubicCurve`] by computing the interpolation coefficients for each curve segment. fn to_curve_cyclic(&self) -> CubicCurve<P>; } ``` This trait has been implemented for `CubicHermite`, `CubicCardinalSpline`, `CubicBSpline`, and `LinearSpline`: <img width="753" alt="Screenshot 2024-07-01 at 8 58 27 PM" src="https://github.com/bevyengine/bevy/assets/2975848/69ae0802-3b78-4fb9-b73a-6f842cf3b33c"> <img width="628" alt="Screenshot 2024-07-01 at 9 00 14 PM" src="https://github.com/bevyengine/bevy/assets/2975848/2992175a-a96c-40fc-b1a1-5206c3572cde"> <img width="606" alt="Screenshot 2024-07-01 at 8 59 36 PM" src="https://github.com/bevyengine/bevy/assets/2975848/9e99eb3a-dbe6-42da-886c-3d3e00410d03"> <img width="603" alt="Screenshot 2024-07-01 at 8 59 01 PM" src="https://github.com/bevyengine/bevy/assets/2975848/d037bc0c-396a-43af-ab5c-fad9a29417ef"> (Each type pictured respectively with the control points rendered as green spheres; tangents not pictured in the case of the Hermite spline.) These curves are all parametrized so that the output of `to_curve` and the output of `to_curve_cyclic` are similar. For instance, in `CubicCardinalSpline`, the first output segment is a curve segment joining the first and second control points in each, although it is constructed differently. In the other cases, the segments from `to_curve` are a subset of those in `to_curve_cyclic`, with the new segments appearing at the end. ## Testing I rendered cyclic splines from control data and made sure they looked reasonable. Existing tests are intact for splines where previous code was modified. (Note that the coefficient computation for cyclic spline segments is almost verbatim identical to that of their non-cyclic counterparts.) The Bezier benchmarks also look fine. --- ## Changelog - Added `CyclicCubicGenerator` trait to `bevy_math::cubic_splines` for creating cyclic curves from control data. - Implemented `CyclicCubicGenerator` for `CubicHermite`, `CubicCardinalSpline`, `CubicBSpline`, and `LinearSpline`. - `bevy_math` now depends on `itertools`. --- ## Discussion ### Design decisions The biggest thing here is just the approach taken in the first place: namely, the cyclic constructions use new methods on the same old structs. This choice was made to reduce friction and increase discoverability but also because creating new ones just seemed unnecessary: the underlying data would have been the same, so creating something like "`CyclicCubicBSpline`" whose internally-held control data is regarded as cyclic in nature doesn't really accomplish much — the end result for the user is basically the same either way. Similarly, I don't presently see a pressing need for `to_curve_cyclic` to output something other than a `CubicCurve`, although changing this in the future may be useful. See below. A notable omission here is that `CyclicCubicGenerator` is not implemented for `CubicBezier`. This is not a gap waiting to be filled — `CubicBezier` just doesn't have enough data to join its start with its end without just making up the requisite control points wholesale. In all the cases where `CyclicCubicGenerator` has been implemented here, the fashion in which the ends are connected is quite natural and follows the semantics of the associated spline construction. ### Future direction There are two main things here: 1. We should investigate whether we should do something similar for NURBS. I just don't know that much about NURBS at the moment, so I regarded this as out of scope for the PR. 2. We may eventually want to change the output type of `CyclicCubicGenerator::to_curve_cyclic` to a type which reifies the cyclic nature of the curve output. This wasn't done in this PR because I'm unsure how much value a type-level guarantee of cyclicity actually has, but if some useful features make sense only in the case of cyclic curves, this might be worth pursuing.
458 lines
14 KiB
Rust
458 lines
14 KiB
Rust
//! This example exhibits different available modes of constructing cubic Bezier curves.
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use bevy::{
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app::{App, Startup, Update},
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color::*,
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ecs::system::Commands,
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gizmos::gizmos::Gizmos,
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input::{mouse::MouseButtonInput, ButtonState},
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math::{cubic_splines::*, vec2},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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handle_keypress,
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handle_mouse_move,
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handle_mouse_press,
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draw_edit_move,
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update_curve,
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update_spline_mode_text,
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update_cycling_mode_text,
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draw_curve,
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draw_control_points,
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)
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.chain(),
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)
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.run();
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}
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fn setup(mut commands: Commands) {
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// Initialize the modes with their defaults:
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let spline_mode = SplineMode::default();
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commands.insert_resource(spline_mode);
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let cycling_mode = CyclingMode::default();
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commands.insert_resource(cycling_mode);
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// Starting data for [`ControlPoints`]:
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let default_points = vec![
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vec2(-500., -200.),
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vec2(-250., 250.),
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vec2(250., 250.),
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vec2(500., -200.),
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];
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let default_tangents = vec![
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vec2(0., 200.),
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vec2(200., 0.),
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vec2(0., -200.),
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vec2(-200., 0.),
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];
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let default_control_data = ControlPoints {
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points_and_tangents: default_points.into_iter().zip(default_tangents).collect(),
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};
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let curve = form_curve(&default_control_data, spline_mode, cycling_mode);
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commands.insert_resource(curve);
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commands.insert_resource(default_control_data);
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// Mouse tracking information:
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commands.insert_resource(MousePosition::default());
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commands.insert_resource(MouseEditMove::default());
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commands.spawn(Camera2dBundle::default());
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// The instructions and modes are rendered on the left-hand side in a column.
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let instructions_text = "Click and drag to add control points and their tangents\n\
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R: Remove the last control point\n\
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S: Cycle the spline construction being used\n\
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C: Toggle cyclic curve construction";
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let spline_mode_text = format!("Spline: {}", spline_mode);
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let cycling_mode_text = format!("{}", cycling_mode);
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let style = TextStyle::default();
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commands
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.spawn(NodeBundle {
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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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flex_direction: FlexDirection::Column,
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row_gap: Val::Px(20.0),
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(instructions_text, style.clone()));
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parent.spawn((
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SplineModeText,
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TextBundle::from_section(spline_mode_text, style.clone()),
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));
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parent.spawn((
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CyclingModeText,
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TextBundle::from_section(cycling_mode_text, style.clone()),
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));
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});
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}
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// -----------------------------------
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// Curve-related Resources and Systems
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// -----------------------------------
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/// The current spline mode, which determines the spline method used in conjunction with the
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/// control points.
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#[derive(Clone, Copy, Resource, Default)]
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enum SplineMode {
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#[default]
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Hermite,
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Cardinal,
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B,
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}
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impl std::fmt::Display for SplineMode {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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match self {
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SplineMode::Hermite => f.write_str("Hermite"),
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SplineMode::Cardinal => f.write_str("Cardinal"),
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SplineMode::B => f.write_str("B"),
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}
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}
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}
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/// The current cycling mode, which determines whether the control points should be interpolated
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/// cylically (to make a loop).
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#[derive(Clone, Copy, Resource, Default)]
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enum CyclingMode {
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#[default]
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NotCyclic,
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Cyclic,
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}
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impl std::fmt::Display for CyclingMode {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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match self {
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CyclingMode::NotCyclic => f.write_str("Not Cyclic"),
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CyclingMode::Cyclic => f.write_str("Cyclic"),
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}
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}
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}
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/// The curve presently being displayed. This is optional because there may not be enough control
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/// points to actually generate a curve.
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#[derive(Clone, Default, Resource)]
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struct Curve {
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inner: Option<CubicCurve<Vec2>>,
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}
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impl From<CubicCurve<Vec2>> for Curve {
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fn from(value: CubicCurve<Vec2>) -> Self {
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Self { inner: Some(value) }
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}
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}
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/// The control points used to generate a curve. The tangent components are only used in the case of
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/// Hermite interpolation.
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#[derive(Clone, Resource)]
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struct ControlPoints {
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points_and_tangents: Vec<(Vec2, Vec2)>,
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}
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/// This system is responsible for updating the [`Curve`] when the [control points] or active modes
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/// change.
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///
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/// [control points]: ControlPoints
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fn update_curve(
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control_points: Res<ControlPoints>,
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spline_mode: Res<SplineMode>,
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cycling_mode: Res<CyclingMode>,
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mut curve: ResMut<Curve>,
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) {
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if !control_points.is_changed() && !spline_mode.is_changed() && !cycling_mode.is_changed() {
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return;
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}
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*curve = form_curve(&control_points, *spline_mode, *cycling_mode);
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}
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/// This system uses gizmos to draw the current [`Curve`] by breaking it up into a large number
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/// of line segments.
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fn draw_curve(curve: Res<Curve>, mut gizmos: Gizmos) {
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let Some(ref curve) = curve.inner else {
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return;
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};
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// Scale resolution with curve length so it doesn't degrade as the length increases.
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let resolution = 100 * curve.segments.len();
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gizmos.linestrip(
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curve.iter_positions(resolution).map(|pt| pt.extend(0.0)),
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Color::srgb(1.0, 1.0, 1.0),
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);
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}
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/// This system uses gizmos to draw the current [control points] as circles, displaying their
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/// tangent vectors as arrows in the case of a Hermite spline.
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///
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/// [control points]: ControlPoints
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fn draw_control_points(
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control_points: Res<ControlPoints>,
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spline_mode: Res<SplineMode>,
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mut gizmos: Gizmos,
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) {
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for &(point, tangent) in &control_points.points_and_tangents {
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gizmos.circle_2d(point, 10.0, Color::srgb(0.0, 1.0, 0.0));
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if matches!(*spline_mode, SplineMode::Hermite) {
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gizmos.arrow_2d(point, point + tangent, Color::srgb(1.0, 0.0, 0.0));
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}
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}
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}
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/// Helper function for generating a [`Curve`] from [control points] and selected modes.
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///
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/// [control points]: ControlPoints
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fn form_curve(
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control_points: &ControlPoints,
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spline_mode: SplineMode,
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cycling_mode: CyclingMode,
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) -> Curve {
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let (points, tangents): (Vec<_>, Vec<_>) =
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control_points.points_and_tangents.iter().copied().unzip();
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match spline_mode {
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SplineMode::Hermite => {
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if points.len() < 2 {
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Curve::default()
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} else {
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let spline = CubicHermite::new(points, tangents);
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Curve::from(match cycling_mode {
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CyclingMode::NotCyclic => spline.to_curve(),
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CyclingMode::Cyclic => spline.to_curve_cyclic(),
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})
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}
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}
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SplineMode::Cardinal => {
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if points.len() < 2 {
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Curve::default()
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} else {
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let spline = CubicCardinalSpline::new_catmull_rom(points);
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Curve::from(match cycling_mode {
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CyclingMode::NotCyclic => spline.to_curve(),
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CyclingMode::Cyclic => spline.to_curve_cyclic(),
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})
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}
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}
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SplineMode::B => {
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if matches!(cycling_mode, CyclingMode::NotCyclic) && points.len() < 4
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|| matches!(cycling_mode, CyclingMode::Cyclic) && points.len() < 2
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{
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Curve::default()
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} else {
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let spline = CubicBSpline::new(points);
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Curve::from(match cycling_mode {
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CyclingMode::NotCyclic => spline.to_curve(),
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CyclingMode::Cyclic => spline.to_curve_cyclic(),
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})
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}
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}
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}
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}
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// --------------------
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// Text-related Components and Systems
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// --------------------
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/// Marker component for the text node that displays the current [`SplineMode`].
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#[derive(Component)]
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struct SplineModeText;
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/// Marker component for the text node that displays the current [`CyclingMode`].
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#[derive(Component)]
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struct CyclingModeText;
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fn update_spline_mode_text(
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spline_mode: Res<SplineMode>,
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mut spline_mode_text: Query<&mut Text, With<SplineModeText>>,
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) {
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if !spline_mode.is_changed() {
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return;
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}
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let new_text = format!("Spline: {}", *spline_mode);
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for mut spline_mode_text in spline_mode_text.iter_mut() {
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if let Some(section) = spline_mode_text.sections.first_mut() {
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section.value.clone_from(&new_text);
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}
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}
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}
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fn update_cycling_mode_text(
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cycling_mode: Res<CyclingMode>,
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mut cycling_mode_text: Query<&mut Text, With<CyclingModeText>>,
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) {
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if !cycling_mode.is_changed() {
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return;
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}
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let new_text = format!("{}", *cycling_mode);
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for mut cycling_mode_text in cycling_mode_text.iter_mut() {
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if let Some(section) = cycling_mode_text.sections.first_mut() {
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section.value.clone_from(&new_text);
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}
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}
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}
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// -----------------------------------
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// Input-related Resources and Systems
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// -----------------------------------
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/// A small state machine which tracks a click-and-drag motion used to create new control points.
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/// When the user is not doing a click-and-drag motion, the `start` field is `None`. When the user
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/// presses the left mouse button, the location of that press is temporarily stored in the field.
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#[derive(Clone, Default, Resource)]
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struct MouseEditMove {
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start: Option<Vec2>,
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}
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/// The current mouse position, if known.
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#[derive(Clone, Default, Resource)]
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struct MousePosition(Option<Vec2>);
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/// Update the current cursor position and track it in the [`MousePosition`] resource.
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fn handle_mouse_move(
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mut cursor_events: EventReader<CursorMoved>,
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mut mouse_position: ResMut<MousePosition>,
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) {
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if let Some(cursor_event) = cursor_events.read().last() {
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mouse_position.0 = Some(cursor_event.position);
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}
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}
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/// This system handles updating the [`MouseEditMove`] resource, orchestrating the logical part
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/// of the click-and-drag motion which actually creates new control points.
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fn handle_mouse_press(
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mut button_events: EventReader<MouseButtonInput>,
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mouse_position: Res<MousePosition>,
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mut edit_move: ResMut<MouseEditMove>,
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mut control_points: ResMut<ControlPoints>,
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camera: Query<(&Camera, &GlobalTransform)>,
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) {
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let Some(mouse_pos) = mouse_position.0 else {
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return;
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};
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// Handle click and drag behavior
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for button_event in button_events.read() {
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if button_event.button != MouseButton::Left {
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continue;
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}
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match button_event.state {
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ButtonState::Pressed => {
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if edit_move.start.is_some() {
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// If the edit move already has a start, press event should do nothing.
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continue;
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}
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// This press represents the start of the edit move.
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edit_move.start = Some(mouse_pos);
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}
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ButtonState::Released => {
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// Release is only meaningful if we started an edit move.
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let Some(start) = edit_move.start else {
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continue;
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};
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let Ok((camera, camera_transform)) = camera.get_single() else {
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continue;
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};
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// Convert the starting point and end point (current mouse pos) into world coords:
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let Some(point) = camera.viewport_to_world_2d(camera_transform, start) else {
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continue;
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};
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let Some(end_point) = camera.viewport_to_world_2d(camera_transform, mouse_pos)
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else {
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continue;
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};
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let tangent = end_point - point;
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// The start of the click-and-drag motion represents the point to add,
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// while the difference with the current position represents the tangent.
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control_points.points_and_tangents.push((point, tangent));
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// Reset the edit move since we've consumed it.
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edit_move.start = None;
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}
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}
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}
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}
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/// This system handles drawing the "preview" control point based on the state of [`MouseEditMove`].
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fn draw_edit_move(
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edit_move: Res<MouseEditMove>,
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mouse_position: Res<MousePosition>,
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mut gizmos: Gizmos,
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camera: Query<(&Camera, &GlobalTransform)>,
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) {
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let Some(start) = edit_move.start else {
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return;
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};
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let Some(mouse_pos) = mouse_position.0 else {
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return;
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};
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let Ok((camera, camera_transform)) = camera.get_single() else {
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return;
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};
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// Resources store data in viewport coordinates, so we need to convert to world coordinates
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// to display them:
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let Some(start) = camera.viewport_to_world_2d(camera_transform, start) else {
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return;
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};
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let Some(end) = camera.viewport_to_world_2d(camera_transform, mouse_pos) else {
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return;
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};
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gizmos.circle_2d(start, 10.0, Color::srgb(0.0, 1.0, 0.7));
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gizmos.circle_2d(start, 7.0, Color::srgb(0.0, 1.0, 0.7));
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gizmos.arrow_2d(start, end, Color::srgb(1.0, 0.0, 0.7));
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}
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/// This system handles all keyboard commands.
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fn handle_keypress(
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keyboard: Res<ButtonInput<KeyCode>>,
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mut spline_mode: ResMut<SplineMode>,
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mut cycling_mode: ResMut<CyclingMode>,
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mut control_points: ResMut<ControlPoints>,
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) {
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// S => change spline mode
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if keyboard.just_pressed(KeyCode::KeyS) {
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*spline_mode = match *spline_mode {
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SplineMode::Hermite => SplineMode::Cardinal,
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SplineMode::Cardinal => SplineMode::B,
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SplineMode::B => SplineMode::Hermite,
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}
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}
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// C => change cycling mode
|
|
if keyboard.just_pressed(KeyCode::KeyC) {
|
|
*cycling_mode = match *cycling_mode {
|
|
CyclingMode::NotCyclic => CyclingMode::Cyclic,
|
|
CyclingMode::Cyclic => CyclingMode::NotCyclic,
|
|
}
|
|
}
|
|
|
|
// R => remove last control point
|
|
if keyboard.just_pressed(KeyCode::KeyR) {
|
|
control_points.points_and_tangents.pop();
|
|
}
|
|
}
|