Basic 3d select implemented0
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use bevy::render::{
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mesh::{MeshVertexAttribute, VertexAttributeValues},
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render_resource::VertexFormat,
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};
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use crate::prelude::*;
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/// Struct containing hit data
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/// The point in Global (not Local) space and the distance from the Camera
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#[derive(Debug)]
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pub(crate) struct Hit {
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distance: f32,
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point: Vec3,
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}
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/// A 3D Triangle used for ray-intersection tests
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#[derive(Debug)]
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struct Triangle {
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v0: Vec3,
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v1: Vec3,
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v2: Vec3,
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}
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/// Helper functions for ray-intersect testing
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impl Triangle {
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fn normal(&self) -> Vec3 {
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(self.edge_a()).cross(self.edge_b())
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}
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fn edge_a(&self) -> Vec3 {
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self.v1 - self.v0
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}
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fn edge_b(&self) -> Vec3 {
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self.v2 - self.v0
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}
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fn edge0(&self) -> Vec3 {
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self.v1 - self.v0
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}
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fn edge1(&self) -> Vec3 {
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self.v2 - self.v1
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}
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fn edge2(&self) -> Vec3 {
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self.v0 - self.v2
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}
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}
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/// Heavily synthesized from these two resources:
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/// * Textbook: https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/ray-triangle-intersection-geometric-solution.html
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/// * Example: https://github.com/aevyrie/bevy_mod_raycast/blob/435d8ef100738797161ac3a9b910ea346a4ed6e6/src/raycast.rs#L43
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pub(crate) fn intersects(ray: &Ray, mesh: &Mesh, gt: &GlobalTransform) -> Option<Hit> {
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let attr = MeshVertexAttribute::new("Vertex_Position", 0, VertexFormat::Float32x3);
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if let Some(verts) = mesh.attribute(attr) {
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if let Some(idxs) = mesh.indices() {
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match verts {
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VertexAttributeValues::Float32x3(vals) => {
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idxs.iter()
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.array_chunks::<3>()
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// Convert arrays to vec3
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.map(|[x, y, z]| {
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[
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Vec3::from_array(vals[x]),
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Vec3::from_array(vals[y]),
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Vec3::from_array(vals[z]),
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]
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})
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// Transform each point by the global transform
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.map(|[a, b, c]| {
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[
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gt.transform_point(a),
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gt.transform_point(b),
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gt.transform_point(c),
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]
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})
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// Collect everything into a triangle for easy operations
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.map(|[v0, v1, v2]| Triangle { v0, v1, v2 })
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.filter_map(|triangle| {
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// Calculate the distance this ray hits the plane normal to the tri
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if let Some(d) = ray.intersect_plane(triangle.v0, triangle.normal()) {
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// Calculate the point on that plane which intersects
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let p = ray.get_point(d);
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// Inside out test
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let hit = {
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// Determine if p is w/in edge0
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let c0 = triangle.edge0().cross(p - triangle.v0);
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// Determine if p is w/in edge1
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let c1 = triangle.edge1().cross(p - triangle.v1);
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// Determine if p is w/in edge2
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let c2 = triangle.edge2().cross(p - triangle.v2);
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// Check all three at once
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triangle.normal().dot(c0) > 0.0
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&& triangle.normal().dot(c1) > 0.0
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&& triangle.normal().dot(c2) > 0.0
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};
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hit.then_some(Hit {
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distance: d,
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point: p,
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})
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} else {
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None
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}
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})
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.min_by(|a, b| a.distance.total_cmp(&b.distance))
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}
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_ => None,
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}
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} else {
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None
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}
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} else {
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None
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}
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}
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