Crates.io | bevy_debug_grid |
lib.rs | bevy_debug_grid |
version | 0.6.0 |
source | src |
created_at | 2023-03-23 15:58:07.334767 |
updated_at | 2024-07-05 16:34:54.933801 |
description | A bevy plugin for creating grids, for debugging purposes |
homepage | |
repository | https://github.com/romenjelly/bevy_debug_grid |
max_upload_size | |
id | 818463 |
size | 164,065 |
A plugin for creating debug mesh grids in the bevy game engine.
The default_cube
example
To install this plugin, add the following to your Cargo.toml
:
[dependencies]
bevy_debug_grid = "0.6"
To use the plugin, import it: use bevy_debug_grid::*;
Then add the provided DebugGridPlugin
plugin to your app.
use bevy::prelude::*;
use bevy_debug_grid::*;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
DebugGridPlugin::with_floor_grid(),
))
.run();
}
It is also possible to avoid spawning a default floor grid by adding the DebugGridPlugin::without_floor_grid()
plugin.
Several examples are provided, they can be launched by cloning this repository and running cargo run --example <example name>
All examples use the bevy_spectator
camera plugin for movement. Use the W
A
S
D
, Shift
, Space
, and CTRL
keys to move. Use Esc
to release the cursor.
Here's an exhaustive list of the provided examples:
default_cube
- the minimal example, resembling Blender's default scene. Has a tracked grid and a cube at world origin (+0.5_f32 on Y).moving_grid
- an example of how a grid can be transformed, either by moving it, or by moving its parent.changing_grid
- an example of dynamically changing the properties of grids and sub-gridschanging_grid_axis
- an example of dynamically changing grid axis appearancedynamic_floor_grid
- an example of a custom floor grid tracked on the X axis and a dynamic offsetrender_layers
- an example of a render layers and custom tracking override being used for secondary cameras and render texturesAll grids spawned by this plugin are meshes, rendered with a polygonMode
of PolygonMode::Line
.
An alternative would've been to create a plane and draw the lines using a shader, but it's not what has been chosen for this plugin.
This plugin's components work by spawning marked children. For example, a Grid
will spawn a GridChild
which will contain a Mesh
and a Material
.
This has implications regarding transforming the grid.
A demonstration of this can seen by running the moving_grid
example.
The bevy gizmos API can draw a grid using gizmos.grid(/* ... */)
, however, this plugin has a few distinctions and additional features:
For a simple enough use case, this plugin is not necessary since the gizmos API is quite powerful for most common operations.
The Grid
component spawns a configurable a mesh grid.
commands.spawn((
Grid {
// Space between each line
spacing: 1.0_f32,
// Line count along a single axis
count: 8,
// Color of the lines
color: Color::Srgba(tailwind::GRAY_400),
// Alpha mode for all components
alpha_mode: AlphaMode::Opaque,
},
TransformBundle::default(),
VisibilityBundle::default(),
));
The Grid::default()
is a small gray grid with 8 lines per axis and a spacing of 0.25_f32
between them.
Grids have an alpha_mode
, which determines the alpha mode for the grid material, as well as all other related materials, such as sub-grids, and grid axis.
The color
should have an alpha value for alpha modes outside of AlphaMode::Opaque
to have a visible effect.
The default alpha mode for grids is AlphaMode::Blend
.
The SubGrid
component spawns a configurable mesh sub-grid when added next to a grid.
It creates lines between the lines of the main grid.
commands.spawn((
Grid { /* ... */ },
SubGrid {
// Line count between each line of the main grid
count: 4,
// Line color
color: Color::Srgba(tailwind::GRAY_500),
},
// Other components...
));
The GridAxis
component allows for setting custom colors per grid axis.
commands.spawn((
Grid { /* ... */ },
GridAxis {
x: Some(Color::Srgba(tailwind::RED_500)),
z: Some(Color::Srgba(tailwind::BLUE_500)),
// Fills the remaining axis with None
..default()
},
// Other components...
));
The TrackedGrid
makes a grid tracked along a given axis.
The grid will move along with the camera and have its material clip at a certain distance, creating the illusion of an infinite grid.
commands.spawn((
Grid { /* ... */ },
TrackedGrid {
// This will track it as a "floor"
alignment: GridAlignment::Y,
// The offset along the Y axis
offset: 0.0_f32,
},
// Other components...
));
Tracked grids have the illusion of being infinite by physically being moved next to the camera and some shader trickery. However, this can be an issue when multiple cameras are involved, since there is no way to know which camera to track.
To achieve generic custom tracking, the world must contain exactly one entity with a marker component which is desired to be tracked. The DebugGridPlugin
tracks a Camera
, since it is a type alias for TrackedDebugGridPlugin::<Camera>
.
To track a component other than a Camera
, add the TrackedDebugGridPlugin::<T>
instead of the DebugGridPlugin
to your app, where T
is the component which should be tracked.
Example:
use bevy::prelude::*;
use bevy_debug_grid::*;
// Custom component to track grids
#[derive(Component)]
struct MainCamera;
// Spawns the main camera
fn spawn_main_camera(
mut commands: Commands,
) {
commands.spawn((
Camera3dBundle::default(),
MainCamera,
));
}
// Reads inputs to control the camera
fn control_main_camera(/* ... */) { /* ... */ }
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
TrackedDebugGridPlugin::<MainCamera>::with_floor_grid(),
))
.add_systems(Startup, spawn_main_camera)
.add_systems(Update, control_main_camera)
.run();
}
In the above example, tracked grids will now track alongside the entity which has the MainCamera
component.
Grids can be tracked by setting a custom entity override.
This can be required when rendering to a different camera which renders to a texture, likely on a different render layer.
This override is defined by setting the tracking_override
of a TrackedGrid
.
let entity = commands.spawn(
// Component bundle...
).id(); // Get the Entity
commands.spawn((
Grid { /* ... */ },
TrackedGrid {
// Set the entity as the tracking override
tracking_override: Some(entity),
..default()
},
// Other components...
));
A tracked grid with an override will then no longer be tracked to the plugin's generic component, and instead follow the given entity.
If the entity is despawned, the tracked grid will stop updating its position.
Adding a RenderLayers
component to an entity with a Grid
will ensure that all spawned grid meshes will also contain the same RenderLayers
.
RenderLayers
do also participate in change detection when updating grid properties.
TrackedGrid
or GridAxis
will not properly update the other components. It will currently just break. Current workaround is to despawn the entity.Bevy Version | Plugin Version |
---|---|
0.14 |
0.6 |
0.13 |
0.5 |
0.12 |
0.3.0-0.4.1 |
0.11 |
0.2.0-0.2.1 |
0.10 |
0.1.0-0.1.1 |
This plugin is dual-licensed under either: