holy shit it just kinda works

selection-refactor
Elijah Voigt 2 years ago
parent e1c4a99baf
commit fc2a0850d7

@ -1,8 +1,9 @@
#![feature(iter_next_chunk)] #![feature(iter_array_chunks)]
/// Example to illustrate selecting objects in 3d space /// Example to illustrate selecting objects in 3d space
/// ///
use bevy::{ use bevy::{
math::Vec3A,
prelude::*, prelude::*,
render::mesh::MeshVertexAttribute, render::mesh::MeshVertexAttribute,
render::render_resource::{Extent3d, TextureDimension, TextureFormat}, render::render_resource::{Extent3d, TextureDimension, TextureFormat},
@ -40,32 +41,25 @@ fn startup(
}); });
commands.spawn(PbrBundle { commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::default().into()), mesh: meshes.add(shape::Cube::default().into()),
material: debug_material.clone(), material: debug_material.clone(),
transform: Transform::from_xyz(1.0, 1.0, 1.0), transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default() ..default()
}); });
// commands.spawn(PbrBundle { commands.spawn(PbrBundle {
// mesh: meshes.add(shape::Cube::default().into()), mesh: meshes.add(shape::Torus::default().into()),
// material: debug_material.clone(), material: debug_material.clone(),
// transform: Transform::from_xyz(0.0, 0.0, 0.0), transform: Transform::from_xyz(3.0, 0.0, 0.0),
// ..default() ..default()
// }); });
// commands.spawn(PbrBundle { commands.spawn(PbrBundle {
// mesh: meshes.add(shape::Torus::default().into()), mesh: meshes.add(shape::Icosphere::default().try_into().unwrap()),
// material: debug_material.clone(), material: debug_material.clone(),
// transform: Transform::from_xyz(3.0, 0.0, 0.0), transform: Transform::from_xyz(0.0, 3.0, 0.0),
// ..default() ..default()
// }); });
// commands.spawn(PbrBundle {
// mesh: meshes.add(shape::Icosphere::default().try_into().unwrap()),
// material: debug_material.clone(),
// transform: Transform::from_xyz(0.0, 3.0, 0.0),
// ..default()
// });
} }
/// Creates a colorful test pattern /// Creates a colorful test pattern
@ -117,26 +111,60 @@ fn select(
.for_each(|(entity, mesh, gt)| { .for_each(|(entity, mesh, gt)| {
let hit = intersects(&ray, &gt, mesh); let hit = intersects(&ray, &gt, mesh);
if hit.is_some() { if hit.is_some() {
info!("We got a hit at {:?}", entity); info!("We got a hit on {:?} at {:?}", entity, hit);
} }
}); });
} }
}); });
} }
}); });
panic!("Lol");
} }
#[derive(Debug)]
struct Triangle {
v0: Vec3,
v1: Vec3,
v2: Vec3,
}
impl Triangle {
fn normal(&self) -> Vec3 {
(self.edge_a()).cross(self.edge_b())
}
fn edge_a(&self) -> Vec3 {
self.v1 - self.v0
}
fn edge_b(&self) -> Vec3 {
self.v2 - self.v0
}
fn edge0(&self) -> Vec3 {
self.v1 - self.v0
}
fn edge1(&self) -> Vec3 {
self.v2 - self.v1
}
fn edge2(&self) -> Vec3 {
self.v0 - self.v2
}
}
/// Heavily synthesized by these two things:
/// * Textbook: https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/ray-triangle-intersection-geometric-solution.html
/// * Example: https://github.com/aevyrie/bevy_mod_raycast/blob/435d8ef100738797161ac3a9b910ea346a4ed6e6/src/raycast.rs#L43
fn intersects(ray: &Ray, gt: &GlobalTransform, mesh: &Mesh) -> Option<f32> { fn intersects(ray: &Ray, gt: &GlobalTransform, mesh: &Mesh) -> Option<f32> {
info!("Ray: {:#?}", ray);
let attr = MeshVertexAttribute::new("Vertex_Position", 0, VertexFormat::Float32x3); let attr = MeshVertexAttribute::new("Vertex_Position", 0, VertexFormat::Float32x3);
if let Some(verts) = mesh.attribute(attr) { if let Some(verts) = mesh.attribute(attr) {
if let Some(idxs) = mesh.indices() { if let Some(idxs) = mesh.indices() {
match verts { match verts {
VertexAttributeValues::Float32x3(vals) => { VertexAttributeValues::Float32x3(vals) => {
let mut itr = idxs.iter(); idxs.iter()
while let Ok(points) = itr .array_chunks::<3>()
.next_chunk::<3>() // Convert arrays to vec3
.map(|[x, y, z]| { .map(|[x, y, z]| {
[ [
Vec3::from_array(vals[x]), Vec3::from_array(vals[x]),
@ -144,6 +172,7 @@ fn intersects(ray: &Ray, gt: &GlobalTransform, mesh: &Mesh) -> Option<f32> {
Vec3::from_array(vals[z]), Vec3::from_array(vals[z]),
] ]
}) })
// Transform each point by the global transform
.map(|[a, b, c]| { .map(|[a, b, c]| {
[ [
gt.transform_point(a), gt.transform_point(a),
@ -151,17 +180,40 @@ fn intersects(ray: &Ray, gt: &GlobalTransform, mesh: &Mesh) -> Option<f32> {
gt.transform_point(c), gt.transform_point(c),
] ]
}) })
{ // Collect everything into a triangle for easy operations
info!("Does ray intersect with points: {:?}", points); .map(|[v0, v1, v2]| Triangle { v0, v1, v2 })
// OK so I have a ray with an origin and direction .filter_map(|triangle| {
// And I have a triangle made of 3 points // Calculate the distance this ray hits the plane normal to the tri
// How do I test if ray intersects with tri??? if let Some(d) = ray.intersect_plane(triangle.v0, triangle.normal()) {
} // Calculate the point on that plane which intersects
let p = ray.get_point(d);
// Inside out test
let hit = {
// Determine if p is w/in edge0
let c0 = triangle.edge0().cross(p - triangle.v0);
// Determine if p is w/in edge1
let c1 = triangle.edge1().cross(p - triangle.v1);
// Determine if p is w/in edge2
let c2 = triangle.edge2().cross(p - triangle.v2);
// Check all three at once
triangle.normal().dot(c0) > 0.0
&& triangle.normal().dot(c1) > 0.0
&& triangle.normal().dot(c2) > 0.0
};
hit.then_some(d)
} else {
None
}
})
.min_by(|a, b| a.total_cmp(b))
} }
_ => warn!("Unrecognized indexes"), _ => None,
} }
} else {
None
} }
} else {
None
} }
None
} }

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