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Dedicated primitive example #11697
Dedicated primitive example #11697
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For anyone reviewing this: Please note that I extracted a bugfix which was previously included. The polygon in 2D will be fixed. The bugfix can be found here f7473ec |
This is just a minor fix extracted from #11697 A logic error. We tried to close the polygon shape, if the user specifies an unclosed polygon. The closing linestring previously didn't close the polygon though, but instead added a zero length line at the last coordinate. Co-authored-by: Alice Cecile <[email protected]>
This is just a minor fix extracted from bevyengine#11697 A logic error. We tried to close the polygon shape, if the user specifies an unclosed polygon. The closing linestring previously didn't close the polygon though, but instead added a zero length line at the last coordinate. Co-authored-by: Alice Cecile <[email protected]>
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Typos and naming nits
This is just a minor fix extracted from bevyengine#11697 A logic error. We tried to close the polygon shape, if the user specifies an unclosed polygon. The closing linestring previously didn't close the polygon though, but instead added a zero length line at the last coordinate. Co-authored-by: Alice Cecile <[email protected]>
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I'm not really sure how to do this (yet?). Somehow it's hard for me to position the text consistently between 2D and 3D views. On my screen it looked ok but I see that the current state won't work for everyone. If you have any ideas on how to resolve that, let me know. |
@Jondolf just addressed the last issue in my lunch break 👍🏼 |
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There's a bug with text not updating (see review comment below) and a few more nits, but otherwise the example looks good now!
It could be nice to show the active dimension with text too, but I won't block over that
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File name should be snake-cased, but otherwise LGTM
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Meshing for most 3D primitives was added in #11688, so this example should probably be updated to reflect that |
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@Jondolf done 👍🏼 |
This should also help users to check which primitives have rendering support already. Authored-by: RobWalt <[email protected]>
Authored-by: RobWalt <[email protected]>
superseded by dedicated example Authored-by: RobWalt <[email protected]>
Authored-by: RobWalt <[email protected]>
Authored-by: RobWalt <[email protected]>
Authored-by: RobWalt <[email protected]>
Authored-by: RobWalt <[email protected]>
Authored-by: RobWalt <[email protected]> Reviewed-by: Joona Aalto <[email protected]>
The issue was that, by default, only one camera renders the UI. This was defaulted to the 3D camera we spawned. A recently merged PR added the functionality to change which Camera UI Nodes are rendered on via a component. (`TargetCamera`) We use that here and it works. Thanks to @teodosin on discord helping me to find this out <3 Authored-by: RobWalt <[email protected]>
Authored-by: RobWalt <[email protected]> Reviewed-by: Joona Aalto <[email protected]>
Authored-by: Aviac <[email protected]>
Authored-by: RobWalt <[email protected]>
Authored-by: Aviac <[email protected]>
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I just implemented this to record a video for the new blog post, but I figured it would also make a good dedicated example. This also allows us to remove a lot of code from the 2d/3d gizmo examples since it supersedes this portion of code.
Depends on: #11699