#![feature(iter_array_chunks)] /// Example to illustrate selecting objects in 3d space /// use bevy::{ prelude::*, render::mesh::MeshVertexAttribute, render::render_resource::{Extent3d, TextureDimension, TextureFormat}, render::{mesh::VertexAttributeValues, render_resource::VertexFormat}, window::PrimaryWindow, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, startup) .add_systems(Update, select) .run(); } fn startup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, mut images: ResMut>, ) { let debug_material = materials.add(StandardMaterial { base_color_texture: Some(images.add(uv_debug_texture())), ..default() }); commands.spawn(Camera3dBundle { transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); commands.spawn(PointLightBundle { transform: Transform::from_xyz(0.0, 0.0, 5.0), ..default() }); commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube::default().into()), material: debug_material.clone(), transform: Transform::from_xyz(0.0, 0.0, 0.0), ..default() }); commands.spawn(PbrBundle { mesh: meshes.add(shape::Torus::default().into()), material: debug_material.clone(), transform: Transform::from_xyz(3.0, 0.0, 0.0), ..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 fn uv_debug_texture() -> Image { const TEXTURE_SIZE: usize = 8; let mut palette: [u8; 32] = [ 255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255, 198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255, ]; let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4]; for y in 0..TEXTURE_SIZE { let offset = TEXTURE_SIZE * y * 4; texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette); palette.rotate_right(4); } Image::new_fill( Extent3d { width: TEXTURE_SIZE as u32, height: TEXTURE_SIZE as u32, depth_or_array_layers: 1, }, TextureDimension::D2, &texture_data, TextureFormat::Rgba8UnormSrgb, ) } fn select( query: Query<(Entity, &Handle, &GlobalTransform)>, meshes: Res>, cameras: Query<(&Camera, &GlobalTransform)>, windows: Query<&Window, With>, ) { // TODO: // When mouse moves // Ray trace to find object being selected windows.iter().for_each(|window| { if let Some(pos) = window.cursor_position() { cameras.iter().for_each(|(camera, gt)| { if let Some(ray) = camera.viewport_to_world(gt, pos) { query .iter() .filter_map(|(entity, handle, gt)| { meshes.get(handle).map(|mesh| (entity, mesh, gt)) }) .for_each(|(entity, mesh, gt)| { let hit = intersects(&ray, >, mesh); if hit.is_some() { info!("We got a hit on {:?} at {:?}", entity, hit); } }); } }); } }); } #[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 } } #[derive(Debug)] struct Hit { distance: f32, point: Vec3, } /// 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 { let attr = MeshVertexAttribute::new("Vertex_Position", 0, VertexFormat::Float32x3); if let Some(verts) = mesh.attribute(attr) { if let Some(idxs) = mesh.indices() { match verts { VertexAttributeValues::Float32x3(vals) => { idxs.iter() .array_chunks::<3>() // Convert arrays to vec3 .map(|[x, y, z]| { [ Vec3::from_array(vals[x]), Vec3::from_array(vals[y]), Vec3::from_array(vals[z]), ] }) // Transform each point by the global transform .map(|[a, b, c]| { [ gt.transform_point(a), gt.transform_point(b), gt.transform_point(c), ] }) // Collect everything into a triangle for easy operations .map(|[v0, v1, v2]| Triangle { v0, v1, v2 }) .filter_map(|triangle| { // Calculate the distance this ray hits the plane normal to the 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(Hit { distance: d, point: p, }) } else { None } }) .min_by(|a, b| a.distance.total_cmp(&b.distance)) } _ => None, } } else { None } } else { None } }