Cowboy prototyping

This commit is contained in:
Danny McGee
2023-10-10 19:46:40 -04:00
parent c84fd31387
commit 86a948ef09
17 changed files with 1191 additions and 40 deletions
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use bevy::{prelude::*, window::PrimaryWindow};
use super::{InteractionMode, InteractionTransform, Selected, TransformSpace};
pub(super) fn draw(
q_selection: Query<&GlobalTransform, With<Selected>>,
q_camera_xform: Query<&Transform, With<Camera>>,
q_window: Query<&Window, With<PrimaryWindow>>,
interaction_mode: Res<InteractionMode>,
mut gizmos: Gizmos,
mut config: ResMut<GizmoConfig>,
) {
if !q_selection.is_empty() {
// TODO: Use an app state or something so we only have to set this up once
let scale_factor = q_window.single().scale_factor() as f32;
config.line_width = 4. * scale_factor;
config.line_perspective = false;
config.depth_bias = -1.;
let InteractionMode { transform, space } = *interaction_mode;
let camera_xform = q_camera_xform.single();
// 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
// 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
// good enough.
let dist = Vec3::distance(camera_xform.translation, xform.translation);
if transform.contains(InteractionTransform::TRANSLATE) {
draw_translate_gizmo(&xform, &mut gizmos, space, dist / 14.);
}
if transform.contains(InteractionTransform::ROTATE) {
draw_rotate_gizmo(&xform, &mut gizmos, space, dist / 20.);
}
}
}
}
#[inline]
fn draw_translate_gizmo(xform: &Transform, gizmos: &mut Gizmos, space: TransformSpace, size: f32) {
let origin = xform.translation;
let basis = match space {
TransformSpace::Local => xform,
TransformSpace::World => &Transform::IDENTITY,
};
let mut draw_axis = |direction: Vec3, color: Color| {
let end = origin + direction * size;
gizmos.line(origin, end, color);
};
draw_axis(basis.local_x(), Color::RED);
draw_axis(basis.local_y(), Color::GREEN);
draw_axis(basis.local_z(), Color::BLUE);
}
#[inline]
fn draw_rotate_gizmo(xform: &Transform, gizmos: &mut Gizmos, space: TransformSpace, radius: f32) {
let origin = xform.translation;
let basis = match space {
TransformSpace::Local => xform,
TransformSpace::World => &Transform::IDENTITY,
};
gizmos.circle(origin, basis.local_x(), radius, Color::RED);
gizmos.circle(origin, basis.local_y(), radius, Color::GREEN);
gizmos.circle(origin, basis.local_z(), radius, Color::BLUE);
}