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Debug toggling (#9)
#8 introduced some additional debug information to the view, which was already rendering some information and visualizations which were not necessary relevant to the end-user experience. This PR adds an input action (bound to Ctrl + `) to toggle the display of those visualizations, and disables them by default.
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@@ -0,0 +1,83 @@
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use bevy::{prelude::*, window::PrimaryWindow};
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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use bevy_mod_picking::debug::DebugPickingMode;
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use crate::{
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camera_controller::{CameraController, CameraMotionSystem},
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input::{Action, InputAction, Lifecycle},
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};
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#[derive(Resource, Deref, DerefMut)]
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pub struct DebugMode(bool);
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pub struct DebugPlugin;
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impl Plugin for DebugPlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(DebugMode(false))
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.add_plugins(WorldInspectorPlugin::new().run_if(is_debug_mode))
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.insert_resource(State::new(DebugPickingMode::Disabled))
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.insert_resource(GizmoConfig {
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enabled: true,
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depth_bias: -0.1,
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line_perspective: false,
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line_width: 2.,
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..default()
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})
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.add_systems(
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Update,
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(
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toggle_debug_mode,
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update_debug_picking_mode.run_if(resource_changed::<DebugMode>()),
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update_gizmo_line_thickness,
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draw_world_axes
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.after(CameraMotionSystem)
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.run_if(is_debug_mode),
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),
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);
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}
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}
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fn toggle_debug_mode(mut input: EventReader<InputAction>, mut r_debug: ResMut<DebugMode>) {
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if input
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.iter()
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.any(|action| matches!(action, InputAction(Lifecycle::Stop, Action::ToggleDebug)))
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{
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**r_debug = !**r_debug;
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}
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}
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fn update_debug_picking_mode(
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r_debug: Res<DebugMode>,
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mut s_debug_picking: ResMut<NextState<DebugPickingMode>>,
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) {
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s_debug_picking.set(match **r_debug {
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true => DebugPickingMode::Normal,
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false => DebugPickingMode::Disabled,
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});
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}
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pub fn is_debug_mode(r_debug: Res<DebugMode>) -> bool {
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**r_debug
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}
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fn update_gizmo_line_thickness(
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mut config: ResMut<GizmoConfig>,
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q_window: Query<&Window, (Changed<Window>, With<PrimaryWindow>)>,
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) {
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if let Ok(scale_factor) = q_window.get_single().map(|win| win.scale_factor() as f32) {
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config.line_width = 2. * scale_factor;
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}
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}
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fn draw_world_axes(mut gizmos: Gizmos, q: Query<&CameraController>) {
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let &CameraController { focus, radius, .. } = q.single();
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let mut draw_axis = |direction: Vec3, color: Color| {
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let end = focus + direction * radius / 15.;
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gizmos.line(focus, end, color);
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};
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draw_axis(Vec3::X, Color::RED);
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draw_axis(Vec3::Y, Color::GREEN);
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draw_axis(Vec3::Z, Color::BLUE);
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}
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