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Add coordinate axes gizmo #12211
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Add coordinate axes gizmo #12211
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I'd prefer to have an example for this, but I'm fine to punt that to follow-up :) At some point higher-level gizmos may make more sense in bevy_dev_tools
, but this is a good addition.
I really like your argument for forcing users to supply base_length
, and suggestion to integrate with AABBs later.
Cool! I wasn't sure if this merited an example, but I'd be happy to produce one in a follow-up.
I was wondering about this, but I'm pretty out of the loop with the whole |
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Good changes. I think maybe we can do some kind of builder with this on the future (probably when we move this to bevy_dev_tools
)
pub fn with_tip_length(mut self, length: f32) -> Self { | ||
self.tip_length = length; | ||
self |
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this is better for builders! Good to have this change.
# Objective - Follow-up to #12211 - Introduces an example project that demonstrates the implementation and behavior of `Gizmos::axes` for an entity with a `Transform` component. ## Solution In order to demonstrate how `Gizmo::axes` can be used and behaves in practice, we introduce an example of a simple scene containing a pair of cuboids locked in a grotesque, inscrutable dance: the two are repeatedly given random `Transform`s which they interpolate to, showing how the axes move with objects as they translate, rotate, and scale. <img width="1023" alt="Screenshot 2024-03-04 at 1 16 33 PM" src="https://github.com/bevyengine/bevy/assets/2975848/c1ff4794-6722-491c-8522-f59801645139"> On the implementation side, we demonstrate how to draw axes for entities, automatically sizing them according to their bounding boxes (so that the axes will be visible): ````rust fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) { for (&transform, &aabb) in &query { let length = aabb.half_extents.length(); gizmos.axes(transform, length); } } ```` --- ## Changelog - Created examples/gizmos/axes.rs. - Added 'axes' example to Cargo.toml.
# Objective - We introduce a gizmo that displays coordinate axes relative to a Transform*, primarily for debugging purposes. - See bevyengine#9400 ## Solution A new method, `Gizmos::axes`, takes a `Transform`* as input and displays the standard coordinate axes, transformed according to it; its signature looks like this: ````rust pub fn axes(&mut self, transform: into TransformPoint, base_length: f32) { //... } ```` If my carefully placed asterisks hadn't already tipped you off, the argument here is not actually a `Transform` but instead anything which implements `TransformPoint`, which allows it to work also with `GlobalTransform` (and also `Mat4` and `Affine3A`, if the user happens to be hand-rolling transformations in some way). The `base_length` parameter is a scaling factor applied to the coordinate vectors before the transformation takes place; in other words, the caller can use this to help size the coordinate axes appropriately for the entity that they are attached to. An example invocation of this method looks something like this: ````rust fn draw_axes_system( mut gizmos: Gizmos, query: Query<&Transform, With<MyMarkerComponent>>, ) { for &transform in &query { gizmos.axes(transform, 2.); } } ```` The result is the three coordinate axes, X, Y, Z (colored red, green, and blue, respectively), drawn onto the entity: <img width="206" alt="Screenshot 2024-02-29 at 2 41 45 PM" src="https://github.com/bevyengine/bevy/assets/2975848/789d1703-29ae-4295-80ab-b87459cf8037"> Note that, if scaling was applied as part of the given transformation, it shows up in scaling on the axes as well: <img width="377" alt="Screenshot 2024-02-29 at 2 43 53 PM" src="https://github.com/bevyengine/bevy/assets/2975848/6dc1caf4-8b3e-47f7-a86a-8906d870fa72"> --- ## Changelog - Added `Gizmos::axes` in bevy_gizmos/src/arrows.rs - Fixed a minor issue with `ArrowBuilder::with_tip_length` not correctly implementing builder style (no external impact) --- ## Discussion ### Design considerations I feel pretty strongly that having no default length scale is for the best, at least for the time being, since it's very easy for the length scale to be too small, leading to the axes being hidden inside the body of the object they are associated with. That is, if the API instead looked like this: ````rust gizmos.axes(transform); // or gizmos.axes(transform).with_length_scale(3.0); ```` then I think it's a reasonable expectation that the first thing would "just work" for most applications, and it wouldn't, which would be kind of a footgun. ### Future steps There are a few directions that this might expand in the future: 1. Introduce additional options via the standard builder pattern; i.e. introducing `AxesBuilder<T: TransformPoint>` so that people can configure the axis colors, normalize all axes to a fixed length independent of scale deformations, etc. 2. Fold this functionality into a plugin (like AabbGizmoPlugin) so that the functionality becomes more-or-less automatic based on certain fixed marker components. This wouldn't be very hard to implement, and it has the benefit of making the axes more frictionless to use. Furthermore, if we coupled this to the AABB functionality we already have, we could also ensure that the plugin automatically sizes the axes (by coupling their size to the dimensions of the AABB, for example). 3. Implement something similar for 2d. Honestly, I have no idea if this is desired/useful, but I could probably just implement it in this PR if that's the case.
# Objective - Follow-up to bevyengine#12211 - Introduces an example project that demonstrates the implementation and behavior of `Gizmos::axes` for an entity with a `Transform` component. ## Solution In order to demonstrate how `Gizmo::axes` can be used and behaves in practice, we introduce an example of a simple scene containing a pair of cuboids locked in a grotesque, inscrutable dance: the two are repeatedly given random `Transform`s which they interpolate to, showing how the axes move with objects as they translate, rotate, and scale. <img width="1023" alt="Screenshot 2024-03-04 at 1 16 33 PM" src="https://github.com/bevyengine/bevy/assets/2975848/c1ff4794-6722-491c-8522-f59801645139"> On the implementation side, we demonstrate how to draw axes for entities, automatically sizing them according to their bounding boxes (so that the axes will be visible): ````rust fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) { for (&transform, &aabb) in &query { let length = aabb.half_extents.length(); gizmos.axes(transform, length); } } ```` --- ## Changelog - Created examples/gizmos/axes.rs. - Added 'axes' example to Cargo.toml.
# Objective - Follow-up to bevyengine#12211 - Introduces an example project that demonstrates the implementation and behavior of `Gizmos::axes` for an entity with a `Transform` component. ## Solution In order to demonstrate how `Gizmo::axes` can be used and behaves in practice, we introduce an example of a simple scene containing a pair of cuboids locked in a grotesque, inscrutable dance: the two are repeatedly given random `Transform`s which they interpolate to, showing how the axes move with objects as they translate, rotate, and scale. <img width="1023" alt="Screenshot 2024-03-04 at 1 16 33 PM" src="https://github.com/bevyengine/bevy/assets/2975848/c1ff4794-6722-491c-8522-f59801645139"> On the implementation side, we demonstrate how to draw axes for entities, automatically sizing them according to their bounding boxes (so that the axes will be visible): ````rust fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) { for (&transform, &aabb) in &query { let length = aabb.half_extents.length(); gizmos.axes(transform, length); } } ```` --- ## Changelog - Created examples/gizmos/axes.rs. - Added 'axes' example to Cargo.toml.
Objective
Solution
A new method,
Gizmos::axes
, takes aTransform
* as input and displays the standard coordinate axes, transformed according to it; its signature looks like this:If my carefully placed asterisks hadn't already tipped you off, the argument here is not actually a
Transform
but instead anything which implementsTransformPoint
, which allows it to work also withGlobalTransform
(and alsoMat4
andAffine3A
, if the user happens to be hand-rolling transformations in some way).The
base_length
parameter is a scaling factor applied to the coordinate vectors before the transformation takes place; in other words, the caller can use this to help size the coordinate axes appropriately for the entity that they are attached to.An example invocation of this method looks something like this:
The result is the three coordinate axes, X, Y, Z (colored red, green, and blue, respectively), drawn onto the entity:

Note that, if scaling was applied as part of the given transformation, it shows up in scaling on the axes as well:

Changelog
Gizmos::axes
in bevy_gizmos/src/arrows.rsArrowBuilder::with_tip_length
not correctly implementing builder style (no external impact)Discussion
Design considerations
I feel pretty strongly that having no default length scale is for the best, at least for the time being, since it's very easy for the length scale to be too small, leading to the axes being hidden inside the body of the object they are associated with. That is, if the API instead looked like this:
then I think it's a reasonable expectation that the first thing would "just work" for most applications, and it wouldn't, which would be kind of a footgun.
Future steps
There are a few directions that this might expand in the future:
Introduce additional options via the standard builder pattern; i.e. introducing
AxesBuilder<T: TransformPoint>
so that people can configure the axis colors, normalize all axes to a fixed length independent of scale deformations, etc.Fold this functionality into a plugin (like AabbGizmoPlugin) so that the functionality becomes more-or-less automatic based on certain fixed marker components. This wouldn't be very hard to implement, and it has the benefit of making the axes more frictionless to use. Furthermore, if we coupled this to the AABB functionality we already have, we could also ensure that the plugin automatically sizes the axes (by coupling their size to the dimensions of the AABB, for example).
Implement something similar for 2d. Honestly, I have no idea if this is desired/useful, but I could probably just implement it in this PR if that's the case.