bevy/examples/3d/3d_gizmos.rs
Robert Walter 041731b7e0
Drawing Primitives with Gizmos (#11072)
The PR is in a reviewable state now in the sense that the basic
implementations are there. There are still some ToDos that I'm aware of:

- [x] docs for all the new structs and traits
- [x] implement `Default` and derive other useful traits for the new
structs
- [x] Take a look at the notes again (Do this after a first round of
reviews)
- [x] Take care of the repetition in the circle drawing functions

---

# Objective

- TLDR: This PR enables us to quickly draw all the newly added
primitives from `bevy_math` in immediate mode with gizmos
- Addresses #10571

## Solution

- This implements the first design idea I had that covered everything
that was mentioned in the Issue
https://github.com/bevyengine/bevy/issues/10571#issuecomment-1863646197

--- 

## Caveats

- I added the `Primitive(2/3)d` impls for `Direction(2/3)d` to make them
work with the current solution. We could impose less strict requirements
for the gizmoable objects and remove the impls afterwards if the
community doesn't like the current approach.

---

## Changelog

- implement capabilities to draw ellipses on the gizmo in general (this
was required to have some code which is able to draw the ellipse
primitive)
- refactored circle drawing code to use the more general ellipse drawing
code to keep code duplication low
- implement `Primitive2d` for `Direction2d` and impl `Primitive3d` for
`Direction3d`
- implement trait to draw primitives with specialized details with
gizmos
  - `GizmoPrimitive2d` for all the 2D primitives
  - `GizmoPrimitive3d` for all the 3D primitives
- (question while writing this: Does it actually matter if we split this
in 2D and 3D? I guess it could be useful in the future if we do
something based on the main rendering mode even though atm it's kinda
useless)

---

---------

Co-authored-by: nothendev <borodinov.ilya@gmail.com>
2024-02-02 21:13:03 +00:00

409 lines
12 KiB
Rust

//! This example demonstrates Bevy's immediate mode drawing API intended for visual debugging.
use std::f32::consts::PI;
use bevy::math::primitives::{
Capsule3d, Cone, ConicalFrustum, Cuboid, Cylinder, Line3d, Plane3d, Segment3d, Sphere, Torus,
};
use bevy::prelude::*;
fn main() {
App::new()
.insert_state(PrimitiveState::Nothing)
.init_resource::<PrimitiveSegments>()
.add_plugins(DefaultPlugins)
.init_gizmo_group::<MyRoundGizmos>()
.add_systems(Startup, setup)
.add_systems(Update, rotate_camera)
.add_systems(Update, (draw_example_collection, update_config))
.add_systems(Update, (draw_primitives, update_primitives))
.run();
}
// We can create our own gizmo config group!
#[derive(Default, Reflect, GizmoConfigGroup)]
struct MyRoundGizmos {}
#[derive(Debug, Clone, Resource)]
pub struct PrimitiveSegments(usize);
impl Default for PrimitiveSegments {
fn default() -> Self {
Self(10)
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States)]
enum PrimitiveState {
Nothing,
Sphere,
Plane,
Line,
LineSegment,
Cuboid,
Cylinder,
Capsule,
Cone,
ConicalFrustum,
Torus,
}
impl PrimitiveState {
const ALL: [Self; 11] = [
Self::Sphere,
Self::Plane,
Self::Line,
Self::LineSegment,
Self::Cuboid,
Self::Cylinder,
Self::Capsule,
Self::Cone,
Self::ConicalFrustum,
Self::Torus,
Self::Nothing,
];
fn next(self) -> Self {
Self::ALL
.into_iter()
.cycle()
.skip_while(|&x| x != self)
.nth(1)
.unwrap()
}
fn last(self) -> Self {
Self::ALL
.into_iter()
.rev()
.cycle()
.skip_while(|&x| x != self)
.nth(1)
.unwrap()
}
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0., 1.5, 6.).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(5.0)),
material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 250000.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// example instructions
commands.spawn(
TextBundle::from_section(
"Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\
Press 'P' to toggle perspective for line gizmos\n\
Hold 'Left' or 'Right' to change the line width of straight gizmos\n\
Hold 'Up' or 'Down' to change the line width of round gizmos\n\
Press '1' or '2' to toggle the visibility of straight gizmos or round gizmos\n\
Press 'A' to show all AABB boxes\n\
Press 'K' or 'J' to cycle through primitives rendered with gizmos\n\
Press 'H' or 'L' to decrease/increase the amount of segments in the primitives",
TextStyle {
font_size: 20.,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
fn rotate_camera(mut query: Query<&mut Transform, With<Camera>>, time: Res<Time>) {
let mut transform = query.single_mut();
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_seconds() / 2.));
}
fn draw_example_collection(
mut gizmos: Gizmos,
mut my_gizmos: Gizmos<MyRoundGizmos>,
time: Res<Time>,
) {
gizmos.cuboid(
Transform::from_translation(Vec3::Y * 0.5).with_scale(Vec3::splat(1.25)),
Color::BLACK,
);
gizmos.rect(
Vec3::new(time.elapsed_seconds().cos() * 2.5, 1., 0.),
Quat::from_rotation_y(PI / 2.),
Vec2::splat(2.),
Color::GREEN,
);
my_gizmos.sphere(Vec3::new(1., 0.5, 0.), Quat::IDENTITY, 0.5, Color::RED);
for y in [0., 0.5, 1.] {
gizmos.ray(
Vec3::new(1., y, 0.),
Vec3::new(-3., (time.elapsed_seconds() * 3.).sin(), 0.),
Color::BLUE,
);
}
my_gizmos
.arc_3d(
180.0_f32.to_radians(),
0.2,
Vec3::ONE,
Quat::from_rotation_arc(Vec3::Y, Vec3::ONE.normalize()),
Color::ORANGE,
)
.segments(10);
// Circles have 32 line-segments by default.
my_gizmos.circle(Vec3::ZERO, Direction3d::Y, 3., Color::BLACK);
// You may want to increase this for larger circles or spheres.
my_gizmos
.circle(Vec3::ZERO, Direction3d::Y, 3.1, Color::NAVY)
.segments(64);
my_gizmos
.sphere(Vec3::ZERO, Quat::IDENTITY, 3.2, Color::BLACK)
.circle_segments(64);
gizmos.arrow(Vec3::ZERO, Vec3::ONE * 1.5, Color::YELLOW);
}
fn draw_primitives(
mut gizmos: Gizmos,
time: Res<Time>,
primitive_state: Res<State<PrimitiveState>>,
segments: Res<PrimitiveSegments>,
) {
let normal = Vec3::new(
time.elapsed_seconds().sin(),
time.elapsed_seconds().cos(),
time.elapsed_seconds().sin().cos(),
)
.try_normalize()
.unwrap_or(Vec3::X);
let angle = time.elapsed_seconds().to_radians() * 10.0;
let center = Quat::from_axis_angle(Vec3::Z, angle) * Vec3::X;
let rotation = Quat::from_rotation_arc(Vec3::Y, normal);
let segments = segments.0;
match primitive_state.get() {
PrimitiveState::Nothing => {}
PrimitiveState::Sphere => {
gizmos
.primitive_3d(Sphere { radius: 1.0 }, center, rotation, Color::default())
.segments(segments);
}
PrimitiveState::Plane => {
gizmos
.primitive_3d(
Plane3d {
normal: Direction3d::Y,
},
center,
rotation,
Color::default(),
)
.axis_count((segments / 5).max(4))
.segment_count(segments)
.segment_length(1.0 / segments as f32);
}
PrimitiveState::Line => {
gizmos.primitive_3d(
Line3d {
direction: Direction3d::X,
},
center,
rotation,
Color::default(),
);
}
PrimitiveState::LineSegment => {
gizmos.primitive_3d(
Segment3d {
direction: Direction3d::X,
half_length: 1.0,
},
center,
rotation,
Color::default(),
);
}
PrimitiveState::Cuboid => {
gizmos.primitive_3d(
Cuboid {
half_size: Vec3::new(1.0, 0.5, 2.0),
},
center,
rotation,
Color::default(),
);
}
PrimitiveState::Cylinder => {
gizmos
.primitive_3d(
Cylinder {
radius: 1.0,
half_height: 1.0,
},
center,
rotation,
Color::default(),
)
.segments(segments);
}
PrimitiveState::Capsule => {
gizmos
.primitive_3d(
Capsule3d {
radius: 1.0,
half_length: 1.0,
},
center,
rotation,
Color::default(),
)
.segments(segments);
}
PrimitiveState::Cone => {
gizmos
.primitive_3d(
Cone {
radius: 1.0,
height: 1.0,
},
center,
rotation,
Color::default(),
)
.segments(segments);
}
PrimitiveState::ConicalFrustum => {
gizmos
.primitive_3d(
ConicalFrustum {
radius_top: 0.5,
radius_bottom: 1.0,
height: 1.0,
},
center,
rotation,
Color::default(),
)
.segments(segments);
}
PrimitiveState::Torus => {
gizmos
.primitive_3d(
Torus {
minor_radius: 0.3,
major_radius: 1.0,
},
center,
rotation,
Color::default(),
)
.major_segments(segments)
.minor_segments((segments / 4).max(1));
}
}
}
fn update_config(
mut config_store: ResMut<GizmoConfigStore>,
keyboard: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
if keyboard.just_pressed(KeyCode::KeyD) {
for (_, config, _) in config_store.iter_mut() {
config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
}
}
if keyboard.just_pressed(KeyCode::KeyP) {
for (_, config, _) in config_store.iter_mut() {
// Toggle line_perspective
config.line_perspective ^= true;
// Increase the line width when line_perspective is on
config.line_width *= if config.line_perspective { 5. } else { 1. / 5. };
}
}
let (config, _) = config_store.config_mut::<DefaultGizmoConfigGroup>();
if keyboard.pressed(KeyCode::ArrowRight) {
config.line_width += 5. * time.delta_seconds();
config.line_width = config.line_width.clamp(0., 50.);
}
if keyboard.pressed(KeyCode::ArrowLeft) {
config.line_width -= 5. * time.delta_seconds();
config.line_width = config.line_width.clamp(0., 50.);
}
if keyboard.just_pressed(KeyCode::Digit1) {
config.enabled ^= true;
}
let (my_config, _) = config_store.config_mut::<MyRoundGizmos>();
if keyboard.pressed(KeyCode::ArrowUp) {
my_config.line_width += 5. * time.delta_seconds();
my_config.line_width = my_config.line_width.clamp(0., 50.);
}
if keyboard.pressed(KeyCode::ArrowDown) {
my_config.line_width -= 5. * time.delta_seconds();
my_config.line_width = my_config.line_width.clamp(0., 50.);
}
if keyboard.just_pressed(KeyCode::Digit2) {
my_config.enabled ^= true;
}
if keyboard.just_pressed(KeyCode::KeyA) {
// AABB gizmos are normally only drawn on entities with a ShowAabbGizmo component
// We can change this behaviour in the configuration of AabbGizmoGroup
config_store.config_mut::<AabbGizmoConfigGroup>().1.draw_all ^= true;
}
}
fn update_primitives(
keyboard: Res<ButtonInput<KeyCode>>,
primitive_state: Res<State<PrimitiveState>>,
mut next_primitive_state: ResMut<NextState<PrimitiveState>>,
mut segments: ResMut<PrimitiveSegments>,
mut segments_f: Local<f32>,
) {
if keyboard.just_pressed(KeyCode::KeyK) {
next_primitive_state.set(primitive_state.get().next());
}
if keyboard.just_pressed(KeyCode::KeyJ) {
next_primitive_state.set(primitive_state.get().last());
}
if keyboard.pressed(KeyCode::KeyL) {
*segments_f = (*segments_f + 0.05).max(2.0);
segments.0 = segments_f.floor() as usize;
}
if keyboard.pressed(KeyCode::KeyH) {
*segments_f = (*segments_f - 0.05).max(2.0);
segments.0 = segments_f.floor() as usize;
}
}