starting on ray intersection work
parent
c987ad10b1
commit
e1c4a99baf
@ -0,0 +1,167 @@
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#![feature(iter_next_chunk)]
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/// Example to illustrate selecting objects in 3d space
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///
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use bevy::{
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prelude::*,
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render::mesh::MeshVertexAttribute,
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render::render_resource::{Extent3d, TextureDimension, TextureFormat},
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render::{mesh::VertexAttributeValues, render_resource::VertexFormat},
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window::PrimaryWindow,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, startup)
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.add_systems(Update, select)
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.run();
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}
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fn startup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut images: ResMut<Assets<Image>>,
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) {
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let debug_material = materials.add(StandardMaterial {
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base_color_texture: Some(images.add(uv_debug_texture())),
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..default()
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});
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(0.0, 0.0, 5.0),
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..default()
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});
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::default().into()),
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material: debug_material.clone(),
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transform: Transform::from_xyz(1.0, 1.0, 1.0),
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..default()
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});
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// commands.spawn(PbrBundle {
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// mesh: meshes.add(shape::Cube::default().into()),
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// material: debug_material.clone(),
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// transform: Transform::from_xyz(0.0, 0.0, 0.0),
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// ..default()
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// });
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// commands.spawn(PbrBundle {
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// mesh: meshes.add(shape::Torus::default().into()),
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// material: debug_material.clone(),
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// transform: Transform::from_xyz(3.0, 0.0, 0.0),
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// ..default()
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// });
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// commands.spawn(PbrBundle {
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// mesh: meshes.add(shape::Icosphere::default().try_into().unwrap()),
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// material: debug_material.clone(),
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// transform: Transform::from_xyz(0.0, 3.0, 0.0),
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// ..default()
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// });
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}
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/// Creates a colorful test pattern
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fn uv_debug_texture() -> Image {
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const TEXTURE_SIZE: usize = 8;
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let mut palette: [u8; 32] = [
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255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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];
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let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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for y in 0..TEXTURE_SIZE {
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let offset = TEXTURE_SIZE * y * 4;
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texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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palette.rotate_right(4);
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}
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Image::new_fill(
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Extent3d {
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width: TEXTURE_SIZE as u32,
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height: TEXTURE_SIZE as u32,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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&texture_data,
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TextureFormat::Rgba8UnormSrgb,
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)
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}
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fn select(
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query: Query<(Entity, &Handle<Mesh>, &GlobalTransform)>,
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meshes: Res<Assets<Mesh>>,
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cameras: Query<(&Camera, &GlobalTransform)>,
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windows: Query<&Window, With<PrimaryWindow>>,
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) {
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// TODO:
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// When mouse moves
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// Ray trace to find object being selected
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windows.iter().for_each(|window| {
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if let Some(pos) = window.cursor_position() {
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cameras.iter().for_each(|(camera, gt)| {
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if let Some(ray) = camera.viewport_to_world(gt, pos) {
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query
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.iter()
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.filter_map(|(entity, handle, gt)| {
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meshes.get(handle).map(|mesh| (entity, mesh, gt))
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})
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.for_each(|(entity, mesh, gt)| {
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let hit = intersects(&ray, >, mesh);
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if hit.is_some() {
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info!("We got a hit at {:?}", entity);
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}
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});
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}
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});
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}
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});
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panic!("Lol");
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}
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fn intersects(ray: &Ray, gt: &GlobalTransform, mesh: &Mesh) -> Option<f32> {
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info!("Ray: {:#?}", ray);
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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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let mut itr = idxs.iter();
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while let Ok(points) = itr
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.next_chunk::<3>()
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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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.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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{
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info!("Does ray intersect with points: {:?}", points);
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// OK so I have a ray with an origin and direction
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// And I have a triangle made of 3 points
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// How do I test if ray intersects with tri???
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}
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}
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_ => warn!("Unrecognized indexes"),
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}
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}
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}
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None
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}
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