#![feature(iter_next_chunk)] /// 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::Plane::default().into()), material: debug_material.clone(), transform: Transform::from_xyz(1.0, 1.0, 1.0), ..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 at {:?}", entity); } }); } }); } }); panic!("Lol"); } fn intersects(ray: &Ray, gt: &GlobalTransform, mesh: &Mesh) -> Option { info!("Ray: {:#?}", ray); 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) => { let mut itr = idxs.iter(); while let Ok(points) = itr .next_chunk::<3>() .map(|[x, y, z]| { [ Vec3::from_array(vals[x]), Vec3::from_array(vals[y]), Vec3::from_array(vals[z]), ] }) .map(|[a, b, c]| { [ gt.transform_point(a), gt.transform_point(b), gt.transform_point(c), ] }) { info!("Does ray intersect with points: {:?}", points); // OK so I have a ray with an origin and direction // And I have a triangle made of 3 points // How do I test if ray intersects with tri??? } } _ => warn!("Unrecognized indexes"), } } } None }