# Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before  #### After - with line perspective  Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p>  </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
		
			
				
	
	
		
			125 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			125 lines
		
	
	
		
			3.8 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::prelude::*;
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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(Update, (system, rotate_camera, update_config))
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        .run();
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}
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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(Mesh::from(shape::Plane::from_size(5.0))),
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        material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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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(Mesh::from(shape::Cube { size: 1.0 })),
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        material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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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: 1500.0,
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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",
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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, 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.)),
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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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    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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    // Circles have 32 line-segments by default.
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    gizmos.circle(Vec3::ZERO, Vec3::Y, 3., Color::BLACK);
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    // You may want to increase this for larger circles or spheres.
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    gizmos
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        .circle(Vec3::ZERO, Vec3::Y, 3.1, Color::NAVY)
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        .segments(64);
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    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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}
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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(mut config: ResMut<GizmoConfig>, keyboard: Res<Input<KeyCode>>, time: Res<Time>) {
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    if keyboard.just_pressed(KeyCode::D) {
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        config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
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    }
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    if keyboard.just_pressed(KeyCode::P) {
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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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    if keyboard.pressed(KeyCode::Right) {
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        config.line_width += 5. * time.delta_seconds();
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    }
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    if keyboard.pressed(KeyCode::Left) {
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        config.line_width -= 5. * time.delta_seconds();
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    }
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}
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