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https://github.com/storytold/storyteller-bevy.git
synced 2026-10-23 08:16:05 +00:00
Expand gizmos module
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@@ -0,0 +1,14 @@
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mod model;
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mod view;
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use bevy::prelude::*;
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use super::{InteractionMode, InteractionTransform, Selected, TransformSpace};
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pub(super) struct StudioGizmosPlugin;
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impl Plugin for StudioGizmosPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, view::draw);
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}
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}
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@@ -0,0 +1,281 @@
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use std::f32::consts;
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use bevy::{prelude::*, window::PrimaryWindow};
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use crate::{design_system, math::Lerp};
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use super::{InteractionMode, InteractionTransform, Selected, TransformSpace};
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#[derive(Clone, Copy)]
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enum GizmoVariant {
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Full,
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Partial,
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}
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pub(super) fn draw(
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q_selection: Query<&GlobalTransform, With<Selected>>,
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q_camera_xform: Query<&Transform, With<Camera>>,
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q_window: Query<&Window, With<PrimaryWindow>>,
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mode: Res<InteractionMode>,
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mut gizmos: Gizmos,
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mut config: ResMut<GizmoConfig>,
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) {
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if !q_selection.is_empty() {
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// TODO: Use an app state or something so we only have to set this up once
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let scale_factor = q_window.single().scale_factor() as f32;
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config.line_width = 4. * scale_factor;
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config.line_perspective = false;
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config.depth_bias = -1.;
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let camera_xform = q_camera_xform.single();
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// TODO: We only want to render one gizmo -- this is just for testing
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for world_xform in q_selection.iter() {
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let xform = world_xform.compute_transform();
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// Note: Scaling the gizmo size like this isn't perfect due to
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// distortion from the perspective projection. It bugged me at
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// first, but even Blender exhibits this type of gizmo distortion if
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// you dial the camera's focal length way down, so I'm gonna call it
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// good enough.
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let dist = Vec3::distance(camera_xform.translation, xform.translation);
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let size = dist / 20.;
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let variant = if mode
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.transform
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.contains(InteractionTransform::TRANSLATE | InteractionTransform::ROTATE)
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{
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GizmoVariant::Partial
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} else {
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GizmoVariant::Full
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};
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if mode.transform.contains(InteractionTransform::TRANSLATE) {
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draw_translate_gizmo(&mut gizmos, variant, &xform, camera_xform, mode.space, size);
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}
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if mode.transform.contains(InteractionTransform::ROTATE) {
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draw_rotate_gizmo(&mut gizmos, variant, &xform, camera_xform, mode.space, size);
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}
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}
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}
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}
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// FIXME: We might need more control over the Z-ordering / depth bias than the
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// Bevy gizmos give us. As best as I can tell, the elements are drawn in
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// reverse invocation order (the methods called last are rendered first,
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// like the commands are being popped from a LIFO stack), but it's not
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// 100% consistent and there seems to be lots of flickering / Z-fighting.
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// Might not be a big deal, so I'm inclined to roll with it for now and
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// see how users respond.
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#[inline]
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fn draw_translate_gizmo(
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gizmos: &mut Gizmos,
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variant: GizmoVariant,
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xform: &Transform,
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camera_xform: &Transform,
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space: TransformSpace,
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size: f32,
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) {
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let origin = xform.translation;
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let basis = match space {
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TransformSpace::Local => xform,
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TransformSpace::World => &Transform::IDENTITY,
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};
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for (direction, mut color) in [
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(basis.local_x(), design_system::Color::RED),
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(basis.local_y(), design_system::Color::GREEN),
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(basis.local_z(), design_system::Color::BLUE),
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] {
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// Fade the arrow out when it's pointed directly at the camera.
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// (Prevents overlapping/obscuring the center screen-space ring, or just
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// generally getting in the way when it's not very useful to grab onto.)
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let alpha = (1. - Vec3::dot(camera_xform.forward(), direction).abs())
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.remap((0., 0.1), (0., 1.))
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.clamp(0., 1.);
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color = color.with_a(alpha);
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// In "Partial" mode, we only draw the center ring and the arrow tips to
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// leave room for the rotator rings.
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if matches!(variant, GizmoVariant::Full) {
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// Draw a line from just outside the center ring to the tip of the arrow
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let start = origin + direction * size * 0.25;
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let end = origin + direction * size * 1.6;
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gizmos.line(start, end, color);
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// Draw a line from the midpoint of this arrow to the midpoint of
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// the next one. This "crossbar" can be used to translate the object
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// on the plane defined by the corresponding axes.
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let midpoint_self = origin + ((end - origin) / 2.);
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let (ortho, mut color_ortho) = get_ortho(basis, direction);
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// Fade the crossbar when its plane is edge-on with the camera, just
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// like we did for the arrow pointing toward/away from the camera.
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let ortho_alpha = (1. - Vec3::dot(camera_xform.forward(), ortho).abs())
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.remap((0., 0.1), (0., 1.))
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.clamp(0., 1.);
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color_ortho = color_ortho.with_a(f32::min(ortho_alpha, alpha));
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let ortho_end = origin + ortho * size * 1.6;
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let midpoint_ortho = origin + ((ortho_end - origin) / 2.);
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gizmos.line_gradient(midpoint_self, midpoint_ortho, color, color_ortho);
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}
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// Draw the arrow tip
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let factor = match variant {
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GizmoVariant::Full => 1.2,
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GizmoVariant::Partial => 1.4,
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};
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let cone_base = origin + direction * size * factor;
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let radius = size * 0.1;
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let length = size * 0.4;
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gizmos.cone(cone_base, direction, radius, length, color);
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}
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// Draw the center ring. This can be dragged around to translate the object
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// in screen-space (i.e. on the camera's XY plane).
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gizmos.circle(origin, camera_xform.forward(), size * 0.2, Color::WHITE);
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}
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// Dumb helper function for grabbing the normal vector/color for the translation
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// gizmo's next arrow. We use this to determine where and how to render the
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// planar translation "crossbars".
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#[inline]
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fn get_ortho(xform: &Transform, compare: Vec3) -> (Vec3, Color) {
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let x = xform.local_x();
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let y = xform.local_y();
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let z = xform.local_z();
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let diff_x = (compare - x).length_squared();
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let diff_y = (compare - y).length_squared();
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let diff_z = (compare - z).length_squared();
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if diff_x < diff_y && diff_x < diff_z {
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(y, design_system::Color::GREEN)
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} else if diff_y < diff_x && diff_y < diff_z {
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(z, design_system::Color::BLUE)
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} else {
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(x, design_system::Color::RED)
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}
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}
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#[inline]
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fn draw_rotate_gizmo(
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gizmos: &mut Gizmos,
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variant: GizmoVariant,
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xform: &Transform,
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camera_xform: &Transform,
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space: TransformSpace,
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radius: f32,
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) {
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let origin = xform.translation;
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let basis = match space {
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TransformSpace::Local => xform,
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TransformSpace::World => &Transform::IDENTITY,
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};
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let camera_fwd = camera_xform.forward();
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// Draw a ring around the whole gizmo for rotating the object in screen
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// space (i.e. around the camera's forward vector).
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gizmos.circle(origin, camera_fwd, radius * 1.2, Color::WHITE);
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// Draw semicircles for the main basis vector axes, bisected by the camera's
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// XY plane. The `RotatorRings` argument determines which side of the plane
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// to draw on.
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draw_rotator_axis_rings(
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gizmos,
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RotatorRings::Near,
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origin,
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camera_fwd,
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basis,
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radius,
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);
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// We skip drawing the far-side of the rings in "Partial" mode to cut down
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// on visual noise and leave less room for mis-clicks.
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if matches!(variant, GizmoVariant::Full) {
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draw_rotator_axis_rings(gizmos, RotatorRings::Far, origin, camera_fwd, basis, radius);
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}
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}
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enum RotatorRings {
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Near,
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Far,
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}
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#[inline]
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fn draw_rotator_axis_rings(
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gizmos: &mut Gizmos,
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which: RotatorRings,
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origin: Vec3,
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camera_fwd: Vec3,
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basis: &Transform,
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radius: f32,
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) {
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for (normal, color) in [
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(basis.local_x(), design_system::Color::RED),
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(basis.local_y(), design_system::Color::GREEN),
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(basis.local_z(), design_system::Color::BLUE),
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] {
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// The line of intersection between two planes will be mutually
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// orthogonal to the normal vectors of those planes, so we can find the
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// points of intersection between the ring and the camera plane by
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// taking the cross product of the camera direction and the rotation
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// axis, and scaling it by the ring's radius. The order of the operands
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// determines which of the intersection points we get.
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let (color, perp) = match which {
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RotatorRings::Near => (color, Vec3::cross(normal, camera_fwd)),
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RotatorRings::Far => (color.with_a(0.2), Vec3::cross(camera_fwd, normal)),
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};
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let start = origin + perp.normalize() * radius;
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gizmos.arc(origin, normal, start, consts::PI, color);
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}
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}
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trait GizmoExtras {
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/// Draw an arc around `center` with angular `length` (in radians),
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/// beginning at `start` and progressing counter-clockwise around `axis`
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/// (if axis were pointed toward the viewer). The radius is derived from the
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/// distance between `center` and `start`.
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fn arc(&mut self, center: Vec3, axis: Vec3, start: Vec3, length: f32, color: Color);
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fn cone(&mut self, base: Vec3, normal: Vec3, radius: f32, length: f32, color: Color);
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}
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impl<'a> GizmoExtras for Gizmos<'a> {
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fn arc(&mut self, center: Vec3, normal: Vec3, start: Vec3, length: f32, color: Color) {
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let two_pi = consts::PI * 2.;
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let segments = f32::round(32. * (length / two_pi));
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let angle_inc = length / segments;
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let rotator = Mat3::from_axis_angle(normal, angle_inc);
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let mut vector = start - center;
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for _ in 0..(segments as usize) {
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let next = rotator * vector;
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self.line(center + vector, center + next, color);
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vector = next;
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}
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}
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fn cone(&mut self, base: Vec3, normal: Vec3, radius: f32, length: f32, color: Color) {
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self.circle(base, normal, radius, color);
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let angle_inc = (consts::PI * 2.) / 32.;
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let rotator = Mat3::from_axis_angle(normal, angle_inc);
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let perp = normal.any_orthonormal_vector();
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let first = base + perp * radius;
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let end = base + normal * length;
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let mut vector = first - base;
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for _ in 0..32 {
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let start = base + vector;
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self.line(start, end, color);
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vector = rotator * vector;
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}
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}
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}
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