Comments, cleanup

This commit is contained in:
Danny McGee
2023-10-12 15:45:10 -04:00
parent e0db5083f8
commit 53f7edeec8
+42 -8
View File
@@ -32,7 +32,7 @@ pub(super) fn draw(
// TODO: We only want to render one gizmo -- this is just for testing
for world_xform in q_selection.iter() {
let xform = world_xform.compute_transform();
// Note: Scaling the gizmo size by this isn't perfect due to
// Note: Scaling the gizmo size like this isn't perfect due to
// distortion from the perspective projection. It bugged me at
// first, but even Blender exhibits this type of gizmo distortion if
// you dial the camera's focal length way down, so I'm gonna call it
@@ -60,7 +60,12 @@ pub(super) fn draw(
}
// FIXME: We might need more control over the Z-ordering / depth bias than the
// Bevy gizmos give us. :/
// Bevy gizmos give us. As best as I can tell, the elements are drawn in
// reverse invocation order (the methods called last are rendered first,
// like the commands are being popped from a LIFO stack), but it's not
// 100% consistent and there seems to be lots of flickering / Z-fighting.
// Might not be a big deal, so I'm inclined to roll with it for now and
// see how users respond.
#[inline]
fn draw_translate_gizmo(
@@ -77,27 +82,36 @@ fn draw_translate_gizmo(
TransformSpace::World => &Transform::IDENTITY,
};
gizmos.circle(origin, camera_xform.forward(), size * 0.2, Color::WHITE);
for (direction, mut color) in [
(basis.local_x(), design_system::Color::RED),
(basis.local_y(), design_system::Color::GREEN),
(basis.local_z(), design_system::Color::BLUE),
] {
// Fade the arrow out when it's pointed directly at the camera.
// (Prevents overlapping/obscuring the center screen-space ring, or just
// generally getting in the way when it's not very useful to grab onto.)
let alpha = (1. - Vec3::dot(camera_xform.forward(), direction).abs())
.remap((0., 0.1), (0., 1.))
.clamp(0., 1.);
color = color.with_a(alpha);
// In "Partial" mode, we only draw the center ring and the arrow tips to
// leave room for the rotator rings.
if matches!(variant, GizmoVariant::Full) {
// Draw a line from just outside the center ring to the tip of the arrow
let start = origin + direction * size * 0.25;
let end = origin + direction * size * 1.6;
gizmos.line(start, end, color);
// Draw a line from the midpoint of this arrow to the midpoint of
// the next one. This "crossbar" can be used to translate the object
// on the plane defined by the corresponding axes.
let midpoint_self = origin + ((end - origin) / 2.);
let (ortho, mut color_ortho) = get_ortho(basis, direction);
// Fade the crossbar when its plane is edge-on with the camera, just
// like we did for the arrow pointing toward/away from the camera.
let ortho_alpha = (1. - Vec3::dot(camera_xform.forward(), ortho).abs())
.remap((0., 0.1), (0., 1.))
.clamp(0., 1.);
@@ -109,6 +123,7 @@ fn draw_translate_gizmo(
gizmos.line_gradient(midpoint_self, midpoint_ortho, color, color_ortho);
}
// Draw the arrow tip
let factor = match variant {
GizmoVariant::Full => 1.2,
GizmoVariant::Partial => 1.4,
@@ -119,8 +134,15 @@ fn draw_translate_gizmo(
let length = size * 0.4;
gizmos.cone(cone_base, direction, radius, length, color);
}
// Draw the center ring. This can be dragged around to translate the object
// in screen-space (i.e. on the camera's XY plane).
gizmos.circle(origin, camera_xform.forward(), size * 0.2, Color::WHITE);
}
// Dumb helper function for grabbing the normal vector/color for the translation
// gizmo's next arrow. We use this to determine where and how to render the
// planar translation "crossbars".
#[inline]
fn get_ortho(xform: &Transform, compare: Vec3) -> (Vec3, Color) {
let x = xform.local_x();
@@ -156,9 +178,13 @@ fn draw_rotate_gizmo(
};
let camera_fwd = camera_xform.forward();
// Draw a screen-space rotator ring
gizmos.circle(origin, camera_xform.forward(), radius * 1.2, Color::WHITE);
// Draw a ring around the whole gizmo for rotating the object in screen
// space (i.e. around the camera's forward vector).
gizmos.circle(origin, camera_fwd, radius * 1.2, Color::WHITE);
// Draw semicircles for the main basis vector axes, bisected by the camera's
// XY plane. The `RotatorRings` argument determines which side of the plane
// to draw on.
draw_rotator_axis_rings(
gizmos,
RotatorRings::Near,
@@ -168,6 +194,8 @@ fn draw_rotate_gizmo(
radius,
);
// We skip drawing the far-side of the rings in "Partial" mode to cut down
// on visual noise and leave less room for mis-clicks.
if matches!(variant, GizmoVariant::Full) {
draw_rotator_axis_rings(gizmos, RotatorRings::Far, origin, camera_fwd, basis, radius);
}
@@ -192,6 +220,12 @@ fn draw_rotator_axis_rings(
(basis.local_y(), design_system::Color::GREEN),
(basis.local_z(), design_system::Color::BLUE),
] {
// The line of intersection between two planes will be mutually
// orthogonal to the normal vectors of those planes, so we can find the
// points of intersection between the ring and the camera plane by
// taking the cross product of the camera direction and the rotation
// axis, and scaling it by the ring's radius. The order of the operands
// determines which of the intersection points we get.
let (color, perp) = match which {
RotatorRings::Near => (color, Vec3::cross(normal, camera_fwd)),
RotatorRings::Far => (color.with_a(0.2), Vec3::cross(camera_fwd, normal)),
@@ -205,7 +239,7 @@ fn draw_rotator_axis_rings(
trait GizmoExtras {
/// Draw an arc around `center` with angular `length` (in radians),
/// beginning at `point` and progressing counter-clockwise around `axis`
/// beginning at `start` and progressing counter-clockwise around `axis`
/// (if axis were pointed toward the viewer). The radius is derived from the
/// distance between `center` and `start`.
fn arc(&mut self, center: Vec3, axis: Vec3, start: Vec3, length: f32, color: Color);
@@ -233,7 +267,7 @@ impl<'a> GizmoExtras for Gizmos<'a> {
let angle_inc = (consts::PI * 2.) / 32.;
let rotator = Mat3::from_axis_angle(normal, angle_inc);
let perp = normal.any_orthonormal_pair().0;
let perp = normal.any_orthonormal_vector();
let first = base + perp * radius;
let end = base + normal * length;