bevy_gizmos

Struct GizmoAsset

Source
pub struct GizmoAsset { /* private fields */ }
Expand description

A collection of gizmos.

Has the same gizmo drawing API as Gizmos.

Implementations§

Source§

impl GizmoAsset

Source

pub fn new() -> Self

Create a new GizmoAsset.

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pub fn config_typeid(&self) -> TypeId

The type of the gizmo’s configuration group.

Methods from Deref<Target = GizmoBuffer<ErasedGizmoConfigGroup, ()>>§

Source

pub fn arc_2d( &mut self, isometry: impl Into<Isometry2d>, arc_angle: f32, radius: f32, color: impl Into<Color>, ) -> Arc2dBuilder<'_, Config, Clear>

Draw an arc, which is a part of the circumference of a circle, in 2D.

This should be called for each frame the arc needs to be rendered.

§Arguments
  • isometry defines the translation and rotation of the arc.
    • the translation specifies the center of the arc
    • the rotation is counter-clockwise starting from Vec2::Y
  • arc_angle sets the length of this arc, in radians.
  • radius controls the distance from position to this arc, and thus its curvature.
  • color sets the color to draw the arc.
§Example
fn system(mut gizmos: Gizmos) {
    gizmos.arc_2d(Isometry2d::IDENTITY, FRAC_PI_4, 1., GREEN);

    // Arcs have 32 line-segments by default.
    // You may want to increase this for larger arcs.
    gizmos
        .arc_2d(Isometry2d::IDENTITY, FRAC_PI_4, 5., RED)
        .resolution(64);
}
Source

pub fn arc_3d( &mut self, angle: f32, radius: f32, isometry: impl Into<Isometry3d>, color: impl Into<Color>, ) -> Arc3dBuilder<'_, Config, Clear>

Draw an arc, which is a part of the circumference of a circle, in 3D. For default values this is drawing a standard arc. A standard arc is defined as

  • an arc with a center at Vec3::ZERO
  • starting at Vec3::X
  • embedded in the XZ plane
  • rotates counterclockwise

This should be called for each frame the arc needs to be rendered.

§Arguments
  • angle: sets how much of a circle circumference is passed, e.g. PI is half a circle. This value should be in the range (-2 * PI..=2 * PI)
  • radius: distance between the arc and its center point
  • isometry defines the translation and rotation of the arc.
    • the translation specifies the center of the arc
    • the rotation is counter-clockwise starting from Vec3::Y
  • color: color of the arc
§Builder methods

The resolution of the arc (i.e. the level of detail) can be adjusted with the .resolution(...) method.

§Example
fn system(mut gizmos: Gizmos) {
    // rotation rotates normal to point in the direction of `Vec3::NEG_ONE`
    let rotation = Quat::from_rotation_arc(Vec3::Y, Vec3::NEG_ONE.normalize());

    gizmos
       .arc_3d(
         270.0_f32.to_radians(),
         0.25,
         Isometry3d::new(Vec3::ONE, rotation),
         ORANGE
         )
         .resolution(100);
}
Source

pub fn short_arc_3d_between( &mut self, center: Vec3, from: Vec3, to: Vec3, color: impl Into<Color>, ) -> Arc3dBuilder<'_, Config, Clear>

Draws the shortest arc between two points (from and to) relative to a specified center point.

§Arguments
  • center: The center point around which the arc is drawn.
  • from: The starting point of the arc.
  • to: The ending point of the arc.
  • color: color of the arc
§Builder methods

The resolution of the arc (i.e. the level of detail) can be adjusted with the .resolution(...) method.

§Examples
fn system(mut gizmos: Gizmos) {
    gizmos.short_arc_3d_between(
       Vec3::ONE,
       Vec3::ONE + Vec3::NEG_ONE,
       Vec3::ZERO,
       ORANGE
       )
       .resolution(100);
}
§Notes
  • This method assumes that the points from and to are distinct from center. If one of the points is coincident with center, nothing is rendered.
  • The arc is drawn as a portion of a circle with a radius equal to the distance from the center to from. If the distance from center to to is not equal to the radius, then the results will behave as if this were the case
Source

pub fn long_arc_3d_between( &mut self, center: Vec3, from: Vec3, to: Vec3, color: impl Into<Color>, ) -> Arc3dBuilder<'_, Config, Clear>

Draws the longest arc between two points (from and to) relative to a specified center point.

§Arguments
  • center: The center point around which the arc is drawn.
  • from: The starting point of the arc.
  • to: The ending point of the arc.
  • color: color of the arc
§Builder methods

The resolution of the arc (i.e. the level of detail) can be adjusted with the .resolution(...) method.

§Examples
fn system(mut gizmos: Gizmos) {
    gizmos.long_arc_3d_between(
       Vec3::ONE,
       Vec3::ONE + Vec3::NEG_ONE,
       Vec3::ZERO,
       ORANGE
       )
       .resolution(100);
}
§Notes
  • This method assumes that the points from and to are distinct from center. If one of the points is coincident with center, nothing is rendered.
  • The arc is drawn as a portion of a circle with a radius equal to the distance from the center to from. If the distance from center to to is not equal to the radius, then the results will behave as if this were the case.
Source

pub fn short_arc_2d_between( &mut self, center: Vec2, from: Vec2, to: Vec2, color: impl Into<Color>, ) -> Arc2dBuilder<'_, Config, Clear>

Draws the shortest arc between two points (from and to) relative to a specified center point.

§Arguments
  • center: The center point around which the arc is drawn.
  • from: The starting point of the arc.
  • to: The ending point of the arc.
  • color: color of the arc
§Builder methods

The resolution of the arc (i.e. the level of detail) can be adjusted with the .resolution(...) method.

§Examples
fn system(mut gizmos: Gizmos) {
    gizmos.short_arc_2d_between(
       Vec2::ZERO,
       Vec2::X,
       Vec2::Y,
       ORANGE
       )
       .resolution(100);
}
§Notes
  • This method assumes that the points from and to are distinct from center. If one of the points is coincident with center, nothing is rendered.
  • The arc is drawn as a portion of a circle with a radius equal to the distance from the center to from. If the distance from center to to is not equal to the radius, then the results will behave as if this were the case
Source

pub fn long_arc_2d_between( &mut self, center: Vec2, from: Vec2, to: Vec2, color: impl Into<Color>, ) -> Arc2dBuilder<'_, Config, Clear>

Draws the longest arc between two points (from and to) relative to a specified center point.

§Arguments
  • center: The center point around which the arc is drawn.
  • from: The starting point of the arc.
  • to: The ending point of the arc.
  • color: color of the arc
§Builder methods

The resolution of the arc (i.e. the level of detail) can be adjusted with the .resolution(...) method.

§Examples
fn system(mut gizmos: Gizmos) {
    gizmos.long_arc_2d_between(
       Vec2::ZERO,
       Vec2::X,
       Vec2::Y,
       ORANGE
       )
       .resolution(100);
}
§Notes
  • This method assumes that the points from and to are distinct from center. If one of the points is coincident with center, nothing is rendered.
  • The arc is drawn as a portion of a circle with a radius equal to the distance from the center to from. If the distance from center to to is not equal to the radius, then the results will behave as if this were the case.
Source

pub fn arrow( &mut self, start: Vec3, end: Vec3, color: impl Into<Color>, ) -> ArrowBuilder<'_, Config, Clear>

Draw an arrow in 3D, from start to end. Has four tips for convenient viewing from any direction.

This should be called for each frame the arrow needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.arrow(Vec3::ZERO, Vec3::ONE, GREEN);
}
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pub fn arrow_2d( &mut self, start: Vec2, end: Vec2, color: impl Into<Color>, ) -> ArrowBuilder<'_, Config, Clear>

Draw an arrow in 2D (on the xy plane), from start to end.

This should be called for each frame the arrow needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.arrow_2d(Vec2::ZERO, Vec2::X, GREEN);
}
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pub fn axes(&mut self, transform: impl TransformPoint, base_length: f32)

Draw a set of axes local to the given transform (transform), with length scaled by a factor of base_length.

This should be called for each frame the axes need to be rendered.

§Example
fn draw_axes(
    mut gizmos: Gizmos,
    query: Query<&Transform, With<MyComponent>>,
) {
    for &transform in &query {
        gizmos.axes(transform, 1.);
    }
}
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pub fn axes_2d(&mut self, transform: impl TransformPoint, base_length: f32)

Draw a set of axes local to the given transform (transform), with length scaled by a factor of base_length.

This should be called for each frame the axes need to be rendered.

§Example
fn draw_axes_2d(
    mut gizmos: Gizmos,
    query: Query<&Transform, With<AxesComponent>>,
) {
    for &transform in &query {
        gizmos.axes_2d(transform, 1.);
    }
}
Source

pub fn ellipse( &mut self, isometry: impl Into<Isometry3d>, half_size: Vec2, color: impl Into<Color>, ) -> EllipseBuilder<'_, Config, Clear>

Draw an ellipse in 3D with the given isometry applied.

If isometry == Isometry3d::IDENTITY then

  • the center is at Vec3::ZERO
  • the half_sizes are aligned with the Vec3::X and Vec3::Y axes.

This should be called for each frame the ellipse needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.ellipse(Isometry3d::IDENTITY, Vec2::new(1., 2.), GREEN);

    // Ellipses have 32 line-segments by default.
    // You may want to increase this for larger ellipses.
    gizmos
        .ellipse(Isometry3d::IDENTITY, Vec2::new(5., 1.), RED)
        .resolution(64);
}
Source

pub fn ellipse_2d( &mut self, isometry: impl Into<Isometry2d>, half_size: Vec2, color: impl Into<Color>, ) -> Ellipse2dBuilder<'_, Config, Clear>

Draw an ellipse in 2D with the given isometry applied.

If isometry == Isometry2d::IDENTITY then

  • the center is at Vec2::ZERO
  • the half_sizes are aligned with the Vec2::X and Vec2::Y axes.

This should be called for each frame the ellipse needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.ellipse_2d(Isometry2d::from_rotation(Rot2::degrees(180.0)), Vec2::new(2., 1.), GREEN);

    // Ellipses have 32 line-segments by default.
    // You may want to increase this for larger ellipses.
    gizmos
        .ellipse_2d(Isometry2d::from_rotation(Rot2::degrees(180.0)), Vec2::new(5., 1.), RED)
        .resolution(64);
}
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pub fn circle( &mut self, isometry: impl Into<Isometry3d>, radius: f32, color: impl Into<Color>, ) -> EllipseBuilder<'_, Config, Clear>

Draw a circle in 3D with the given isometry applied.

If isometry == Isometry3d::IDENTITY then

  • the center is at Vec3::ZERO
  • the radius is aligned with the Vec3::X and Vec3::Y axes.
§Example
fn system(mut gizmos: Gizmos) {
    gizmos.circle(Isometry3d::IDENTITY, 1., GREEN);

    // Circles have 32 line-segments by default.
    // You may want to increase this for larger circles.
    gizmos
        .circle(Isometry3d::IDENTITY, 5., RED)
        .resolution(64);
}
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pub fn circle_2d( &mut self, isometry: impl Into<Isometry2d>, radius: f32, color: impl Into<Color>, ) -> Ellipse2dBuilder<'_, Config, Clear>

Draw a circle in 2D with the given isometry applied.

If isometry == Isometry2d::IDENTITY then

  • the center is at Vec2::ZERO
  • the radius is aligned with the Vec2::X and Vec2::Y axes.

This should be called for each frame the circle needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.circle_2d(Isometry2d::IDENTITY, 1., GREEN);

    // Circles have 32 line-segments by default.
    // You may want to increase this for larger circles.
    gizmos
        .circle_2d(Isometry2d::IDENTITY, 5., RED)
        .resolution(64);
}
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pub fn sphere( &mut self, isometry: impl Into<Isometry3d>, radius: f32, color: impl Into<Color>, ) -> SphereBuilder<'_, Config, Clear>

Draw a wireframe sphere in 3D made out of 3 circles around the axes with the given isometry applied.

If isometry == Isometry3d::IDENTITY then

  • the center is at Vec3::ZERO
  • the 3 circles are in the XY, YZ and XZ planes.

This should be called for each frame the sphere needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.sphere(Isometry3d::IDENTITY, 1., Color::BLACK);

    // Each circle has 32 line-segments by default.
    // You may want to increase this for larger spheres.
    gizmos
        .sphere(Isometry3d::IDENTITY, 5., Color::BLACK)
        .resolution(64);
}
Source

pub fn cross( &mut self, isometry: impl Into<Isometry3d>, half_size: f32, color: impl Into<Color>, )

Draw a cross in 3D with the given isometry applied.

If isometry == Isometry3d::IDENTITY then

  • the center is at Vec3::ZERO
  • the half_sizes are aligned with the Vec3::X, Vec3::Y and Vec3::Z axes.

This should be called for each frame the cross needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.cross(Isometry3d::IDENTITY, 0.5, WHITE);
}
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pub fn cross_2d( &mut self, isometry: impl Into<Isometry2d>, half_size: f32, color: impl Into<Color>, )

Draw a cross in 2D with the given isometry applied.

If isometry == Isometry2d::IDENTITY then

  • the center is at Vec3::ZERO
  • the half_sizes are aligned with the Vec3::X and Vec3::Y axes.

This should be called for each frame the cross needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.cross_2d(Isometry2d::IDENTITY, 0.5, WHITE);
}
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pub fn curve_2d( &mut self, curve_2d: impl Curve<Vec2>, times: impl IntoIterator<Item = f32>, color: impl Into<Color>, )

Draw a curve, at the given time points, sampling in 2D.

This should be called for each frame the curve needs to be rendered.

Samples of time points outside of the curve’s domain will be filtered out and won’t contribute to the rendering. If you wish to render the curve outside of its domain you need to create a new curve with an extended domain.

§Arguments
  • curve_2d some type that implements the Curve trait and samples Vec2s
  • times some iterable type yielding f32 which will be used for sampling the curve
  • color the color of the curve
§Example
fn system(mut gizmos: Gizmos) {
    let domain = Interval::UNIT;
    let curve = FunctionCurve::new(domain, |t| Vec2::from(t.sin_cos()));
    gizmos.curve_2d(curve, (0..=100).map(|n| n as f32 / 100.0), RED);
}
Source

pub fn curve_3d( &mut self, curve_3d: impl Curve<Vec3>, times: impl IntoIterator<Item = f32>, color: impl Into<Color>, )

Draw a curve, at the given time points, sampling in 3D.

This should be called for each frame the curve needs to be rendered.

Samples of time points outside of the curve’s domain will be filtered out and won’t contribute to the rendering. If you wish to render the curve outside of its domain you need to create a new curve with an extended domain.

§Arguments
  • curve_3d some type that implements the Curve trait and samples Vec3s
  • times some iterable type yielding f32 which will be used for sampling the curve
  • color the color of the curve
§Example
fn system(mut gizmos: Gizmos) {
    let domain = Interval::UNIT;
    let curve = FunctionCurve::new(domain, |t| {
        let (x,y) = t.sin_cos();
        Vec3::new(x, y, t)
    });
    gizmos.curve_3d(curve, (0..=100).map(|n| n as f32 / 100.0), RED);
}
Source

pub fn curve_gradient_2d<C>( &mut self, curve_2d: impl Curve<Vec2>, times_with_colors: impl IntoIterator<Item = (f32, C)>, )
where C: Into<Color>,

Draw a curve, at the given time points, sampling in 2D, with a color gradient.

This should be called for each frame the curve needs to be rendered.

Samples of time points outside of the curve’s domain will be filtered out and won’t contribute to the rendering. If you wish to render the curve outside of its domain you need to create a new curve with an extended domain.

§Arguments
  • curve_2d some type that implements the Curve trait and samples Vec2s
  • times_with_colors some iterable type yielding f32 which will be used for sampling the curve together with the color at this position
§Example
fn system(mut gizmos: Gizmos) {
    let domain = Interval::UNIT;
    let curve = FunctionCurve::new(domain, |t| Vec2::from(t.sin_cos()));
    gizmos.curve_gradient_2d(
        curve,
        (0..=100).map(|n| n as f32 / 100.0)
                 .map(|t| (t, GREEN.mix(&RED, t)))
    );
}
Source

pub fn curve_gradient_3d<C>( &mut self, curve_3d: impl Curve<Vec3>, times_with_colors: impl IntoIterator<Item = (f32, C)>, )
where C: Into<Color>,

Draw a curve, at the given time points, sampling in 3D, with a color gradient.

This should be called for each frame the curve needs to be rendered.

Samples of time points outside of the curve’s domain will be filtered out and won’t contribute to the rendering. If you wish to render the curve outside of its domain you need to create a new curve with an extended domain.

§Arguments
  • curve_3d some type that implements the Curve trait and samples Vec3s
  • times_with_colors some iterable type yielding f32 which will be used for sampling the curve together with the color at this position
§Example
fn system(mut gizmos: Gizmos) {
    let domain = Interval::UNIT;
    let curve = FunctionCurve::new(domain, |t| {
        let (x,y) = t.sin_cos();
        Vec3::new(x, y, t)
    });
    gizmos.curve_gradient_3d(
        curve,
        (0..=100).map(|n| n as f32 / 100.0)
                 .map(|t| (t, GREEN.mix(&RED, t)))
    );
}
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pub fn clear(&mut self)

Clear all data.

Source

pub fn buffer(&self) -> GizmoBufferView<'_>

Read-only view into the buffers data.

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pub fn line(&mut self, start: Vec3, end: Vec3, color: impl Into<Color>)

Draw a line in 3D from start to end.

This should be called for each frame the line needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.line(Vec3::ZERO, Vec3::X, GREEN);
}
Source

pub fn line_gradient<C: Into<Color>>( &mut self, start: Vec3, end: Vec3, start_color: C, end_color: C, )

Draw a line in 3D with a color gradient from start to end.

This should be called for each frame the line needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.line_gradient(Vec3::ZERO, Vec3::X, GREEN, RED);
}
Source

pub fn ray(&mut self, start: Vec3, vector: Vec3, color: impl Into<Color>)

Draw a line in 3D from start to start + vector.

This should be called for each frame the line needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.ray(Vec3::Y, Vec3::X, GREEN);
}
Source

pub fn ray_gradient<C: Into<Color>>( &mut self, start: Vec3, vector: Vec3, start_color: C, end_color: C, )

Draw a line in 3D with a color gradient from start to start + vector.

This should be called for each frame the line needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.ray_gradient(Vec3::Y, Vec3::X, GREEN, RED);
}
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pub fn linestrip( &mut self, positions: impl IntoIterator<Item = Vec3>, color: impl Into<Color>, )

Draw a line in 3D made of straight segments between the points.

This should be called for each frame the line needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.linestrip([Vec3::ZERO, Vec3::X, Vec3::Y], GREEN);
}
Source

pub fn linestrip_gradient<C: Into<Color>>( &mut self, points: impl IntoIterator<Item = (Vec3, C)>, )

Draw a line in 3D made of straight segments between the points, with a color gradient.

This should be called for each frame the lines need to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.linestrip_gradient([
        (Vec3::ZERO, GREEN),
        (Vec3::X, RED),
        (Vec3::Y, BLUE)
    ]);
}
Source

pub fn rect( &mut self, isometry: impl Into<Isometry3d>, size: Vec2, color: impl Into<Color>, )

Draw a wireframe rectangle in 3D with the given isometry applied.

If isometry == Isometry3d::IDENTITY then

  • the center is at Vec3::ZERO
  • the sizes are aligned with the Vec3::X and Vec3::Y axes.

This should be called for each frame the rectangle needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.rect(Isometry3d::IDENTITY, Vec2::ONE, GREEN);
}
Source

pub fn cuboid( &mut self, transform: impl TransformPoint, color: impl Into<Color>, )

Draw a wireframe cube in 3D.

This should be called for each frame the cube needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.cuboid(Transform::IDENTITY, GREEN);
}
Source

pub fn line_2d(&mut self, start: Vec2, end: Vec2, color: impl Into<Color>)

Draw a line in 2D from start to end.

This should be called for each frame the line needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.line_2d(Vec2::ZERO, Vec2::X, GREEN);
}
Source

pub fn line_gradient_2d<C: Into<Color>>( &mut self, start: Vec2, end: Vec2, start_color: C, end_color: C, )

Draw a line in 2D with a color gradient from start to end.

This should be called for each frame the line needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.line_gradient_2d(Vec2::ZERO, Vec2::X, GREEN, RED);
}
Source

pub fn linestrip_2d( &mut self, positions: impl IntoIterator<Item = Vec2>, color: impl Into<Color>, )

Draw a line in 2D made of straight segments between the points.

This should be called for each frame the line needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.linestrip_2d([Vec2::ZERO, Vec2::X, Vec2::Y], GREEN);
}
Source

pub fn linestrip_gradient_2d<C: Into<Color>>( &mut self, positions: impl IntoIterator<Item = (Vec2, C)>, )

Draw a line in 2D made of straight segments between the points, with a color gradient.

This should be called for each frame the line needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.linestrip_gradient_2d([
        (Vec2::ZERO, GREEN),
        (Vec2::X, RED),
        (Vec2::Y, BLUE)
    ]);
}
Source

pub fn ray_2d(&mut self, start: Vec2, vector: Vec2, color: impl Into<Color>)

Draw a line in 2D from start to start + vector.

This should be called for each frame the line needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.ray_2d(Vec2::Y, Vec2::X, GREEN);
}
Source

pub fn ray_gradient_2d<C: Into<Color>>( &mut self, start: Vec2, vector: Vec2, start_color: C, end_color: C, )

Draw a line in 2D with a color gradient from start to start + vector.

This should be called for each frame the line needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.line_gradient(Vec3::Y, Vec3::X, GREEN, RED);
}
Source

pub fn rect_2d( &mut self, isometry: impl Into<Isometry2d>, size: Vec2, color: impl Into<Color>, )

Draw a wireframe rectangle in 2D with the given isometry applied.

If isometry == Isometry2d::IDENTITY then

  • the center is at Vec2::ZERO
  • the sizes are aligned with the Vec2::X and Vec2::Y axes.

This should be called for each frame the rectangle needs to be rendered.

§Example
fn system(mut gizmos: Gizmos) {
    gizmos.rect_2d(Isometry2d::IDENTITY, Vec2::ONE, GREEN);
}
Source

pub fn grid( &mut self, isometry: impl Into<Isometry3d>, cell_count: UVec2, spacing: Vec2, color: impl Into<Color>, ) -> GridBuilder2d<'_, Config, Clear>

Draw a 2D grid in 3D.

This should be called for each frame the grid needs to be rendered.

The grid’s default orientation aligns with the XY-plane.

§Arguments
  • isometry defines the translation and rotation of the grid.
    • the translation specifies the center of the grid
    • defines the orientation of the grid, by default we assume the grid is contained in a plane parallel to the XY plane
  • cell_count: defines the amount of cells in the x and y axes
  • spacing: defines the distance between cells along the x and y axes
  • color: color of the grid
§Builder methods
  • The skew of the grid can be adjusted using the .skew(...), .skew_x(...) or .skew_y(...) methods. They behave very similar to their CSS equivalents.
  • All outer edges can be toggled on or off using .outer_edges(...). Alternatively you can use .outer_edges_x(...) or .outer_edges_y(...) to toggle the outer edges along an axis.
§Example
fn system(mut gizmos: Gizmos) {
    gizmos.grid(
        Isometry3d::IDENTITY,
        UVec2::new(10, 10),
        Vec2::splat(2.),
        GREEN
        )
        .skew_x(0.25)
        .outer_edges();
}
Source

pub fn grid_3d( &mut self, isometry: impl Into<Isometry3d>, cell_count: UVec3, spacing: Vec3, color: impl Into<Color>, ) -> GridBuilder3d<'_, Config, Clear>

Draw a 3D grid of voxel-like cells.

This should be called for each frame the grid needs to be rendered.

§Arguments
  • isometry defines the translation and rotation of the grid.
    • the translation specifies the center of the grid
    • defines the orientation of the grid, by default we assume the grid is aligned with all axes
  • cell_count: defines the amount of cells in the x, y and z axes
  • spacing: defines the distance between cells along the x, y and z axes
  • color: color of the grid
§Builder methods
  • The skew of the grid can be adjusted using the .skew(...), .skew_x(...), .skew_y(...) or .skew_z(...) methods. They behave very similar to their CSS equivalents.
  • All outer edges can be toggled on or off using .outer_edges(...). Alternatively you can use .outer_edges_x(...), .outer_edges_y(...) or .outer_edges_z(...) to toggle the outer edges along an axis.
§Example
fn system(mut gizmos: Gizmos) {
    gizmos.grid_3d(
        Isometry3d::IDENTITY,
        UVec3::new(10, 2, 10),
        Vec3::splat(2.),
        GREEN
        )
        .skew_x(0.25)
        .outer_edges();
}
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pub fn grid_2d( &mut self, isometry: impl Into<Isometry2d>, cell_count: UVec2, spacing: Vec2, color: impl Into<Color>, ) -> GridBuilder2d<'_, Config, Clear>

Draw a grid in 2D.

This should be called for each frame the grid needs to be rendered.

§Arguments
  • isometry defines the translation and rotation of the grid.
    • the translation specifies the center of the grid
    • defines the orientation of the grid, by default we assume the grid is aligned with all axes
  • cell_count: defines the amount of cells in the x and y axes
  • spacing: defines the distance between cells along the x and y axes
  • color: color of the grid
§Builder methods
  • The skew of the grid can be adjusted using the .skew(...), .skew_x(...) or .skew_y(...) methods. They behave very similar to their CSS equivalents.
  • All outer edges can be toggled on or off using .outer_edges(...). Alternatively you can use .outer_edges_x(...) or .outer_edges_y(...) to toggle the outer edges along an axis.
§Example
fn system(mut gizmos: Gizmos) {
    gizmos.grid_2d(
        Isometry2d::IDENTITY,
        UVec2::new(10, 10),
        Vec2::splat(1.),
        GREEN
        )
        .skew_x(0.25)
        .outer_edges();
}
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pub fn rounded_rect( &mut self, isometry: impl Into<Isometry3d>, size: Vec2, color: impl Into<Color>, ) -> RoundedRectBuilder<'_, Config, Clear>

Draw a wireframe rectangle with rounded corners in 3D.

This should be called for each frame the rectangle needs to be rendered.

§Arguments
  • isometry defines the translation and rotation of the rectangle.
    • the translation specifies the center of the rectangle
    • defines orientation of the rectangle, by default we assume the rectangle is contained in a plane parallel to the XY plane.
  • size: defines the size of the rectangle. This refers to the ‘outer size’, similar to a bounding box.
  • color: color of the rectangle
§Builder methods
  • The corner radius can be adjusted with the .corner_radius(...) method.
  • The resolution of the arcs at each corner (i.e. the level of detail) can be adjusted with the .arc_resolution(...) method.
§Example
fn system(mut gizmos: Gizmos) {
    gizmos.rounded_rect(
        Isometry3d::IDENTITY,
        Vec2::ONE,
        GREEN
        )
        .corner_radius(0.25)
        .arc_resolution(10);
}
Source

pub fn rounded_rect_2d( &mut self, isometry: impl Into<Isometry2d>, size: Vec2, color: impl Into<Color>, ) -> RoundedRectBuilder<'_, Config, Clear>

Draw a wireframe rectangle with rounded corners in 2D.

This should be called for each frame the rectangle needs to be rendered.

§Arguments
  • isometry defines the translation and rotation of the rectangle.
    • the translation specifies the center of the rectangle
    • defines orientation of the rectangle, by default we assume the rectangle aligned with all axes.
  • size: defines the size of the rectangle. This refers to the ‘outer size’, similar to a bounding box.
  • color: color of the rectangle
§Builder methods
  • The corner radius can be adjusted with the .corner_radius(...) method.
  • The resolution of the arcs at each corner (i.e. the level of detail) can be adjusted with the .arc_resolution(...) method.
§Example
fn system(mut gizmos: Gizmos) {
    gizmos.rounded_rect_2d(
        Isometry2d::IDENTITY,
        Vec2::ONE,
        GREEN
        )
        .corner_radius(0.25)
        .arc_resolution(10);
}
Source

pub fn rounded_cuboid( &mut self, isometry: impl Into<Isometry3d>, size: Vec3, color: impl Into<Color>, ) -> RoundedCuboidBuilder<'_, Config, Clear>

Draw a wireframe cuboid with rounded corners in 3D.

This should be called for each frame the cuboid needs to be rendered.

§Arguments
  • isometry defines the translation and rotation of the cuboid.
    • the translation specifies the center of the cuboid
    • defines orientation of the cuboid, by default we assume the cuboid aligned with all axes.
  • size: defines the size of the cuboid. This refers to the ‘outer size’, similar to a bounding box.
  • color: color of the cuboid
§Builder methods
  • The edge radius can be adjusted with the .edge_radius(...) method.
  • The resolution of the arcs at each edge (i.e. the level of detail) can be adjusted with the .arc_resolution(...) method.
§Example
fn system(mut gizmos: Gizmos) {
    gizmos.rounded_cuboid(
        Isometry3d::IDENTITY,
        Vec3::ONE,
        GREEN
        )
        .edge_radius(0.25)
        .arc_resolution(10);
}

Trait Implementations§

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impl Clone for GizmoAsset

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fn clone(&self) -> GizmoAsset

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GizmoAsset

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for GizmoAsset

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Deref for GizmoAsset

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type Target = GizmoBuffer<ErasedGizmoConfigGroup, ()>

The resulting type after dereferencing.
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fn deref(&self) -> &Self::Target

Dereferences the value.
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impl DerefMut for GizmoAsset

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fn deref_mut(&mut self) -> &mut Self::Target

Mutably dereferences the value.
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impl TypePath for GizmoAsset
where GizmoAsset: Any + Send + Sync,

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl VisitAssetDependencies for GizmoAsset

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fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))

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impl Asset for GizmoAsset

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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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