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228 lines
7.5 KiB
RuS�
228 lines
7.5 KiB
RuS�
#![feature(iter_array_chunks)]
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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::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 on {:?} at {:?}", entity, hit);
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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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}
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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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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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#[derive(Debug)]
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struct Hit {
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distance: f32,
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point: Vec3,
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}
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/// Heavily synthesized by these two things:
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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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fn intersects(ray: &Ray, gt: &GlobalTransform, mesh: &Mesh) -> 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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