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primitives.rs
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primitives.rs
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use bevy::{math::Vec3A, prelude::*};
pub use rays::*;
use std::marker::PhantomData;
#[non_exhaustive]
pub enum Primitive3d {
///Sphere{ radius: f32, position: Vec3 },
Plane { point: Vec3, normal: Vec3 },
}
#[derive(Debug, Clone)]
pub struct IntersectionData {
position: Vec3,
normal: Vec3,
distance: f32,
triangle: Option<Triangle>,
}
impl IntersectionData {
pub fn new(position: Vec3, normal: Vec3, distance: f32, triangle: Option<Triangle>) -> Self {
Self {
position,
normal,
distance,
triangle,
}
}
/// Get the intersection data's position.
#[must_use]
pub fn position(&self) -> Vec3 {
self.position
}
/// Get the intersection data's normal.
#[must_use]
pub fn normal(&self) -> Vec3 {
self.normal
}
/// Get the intersection data's distance.
#[must_use]
pub fn distance(&self) -> f32 {
self.distance
}
/// Get the intersection data's triangle.
#[must_use]
pub fn triangle(&self) -> Option<Triangle> {
self.triangle
}
}
/// Holds the topmost intersection for the raycasting set `T`.
///
/// ### Example
///
/// Lets say you've created a raycasting set `T`. If you have a [`crate::RayCastSource<T>`], a
/// [`crate::RayCastMesh<T>`], and an intersection occurs, the `RayCastMesh` will have an
/// `Intersection` component added to it, with the intersection data.
#[derive(Component)]
pub struct Intersection<T> {
pub(crate) data: Option<IntersectionData>,
_phantom: PhantomData<fn(T) -> T>,
}
impl<T> std::fmt::Debug for Intersection<T> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match &self.data {
Some(data) => f
.debug_struct("Intersection")
.field("position", &data.position)
.field("normal", &data.normal)
.field("distance", &data.distance)
.field("triangle", &data.triangle)
.finish(),
None => write!(f, "None"),
}
}
}
impl<T> Clone for Intersection<T> {
fn clone(&self) -> Self {
Self {
data: self.data.clone(),
_phantom: PhantomData,
}
}
}
impl<T> Intersection<T> {
pub fn new(data: IntersectionData) -> Self {
Intersection {
data: Some(data),
_phantom: PhantomData,
}
}
/// Position vector describing the intersection position.
pub fn position(&self) -> Option<&Vec3> {
if let Some(data) = &self.data {
Some(&data.position)
} else {
None
}
}
/// Unit vector describing the normal of the intersected triangle.
pub fn normal(&self) -> Option<Vec3> {
self.data().map(|data| data.normal)
}
pub fn normal_ray(&self) -> Option<Ray3d> {
self.data()
.map(|data| Ray3d::new(data.position, data.normal))
}
/// Distance from the picking source to the entity.
pub fn distance(&self) -> Option<f32> {
self.data().map(|data| data.distance)
}
/// Triangle that was intersected with in World coordinates
pub fn world_triangle(&self) -> Option<Triangle> {
self.data().and_then(|data| data.triangle)
}
fn data(&self) -> Option<&IntersectionData> {
self.data.as_ref()
}
}
/// Encapsulates Ray3D, preventing use of struct literal syntax. This allows us to guarantee that
/// the `Ray3d` direction is normalized, because it can only be instantiated with the constructor.
pub mod rays {
use bevy::{
math::Vec3A,
prelude::*,
render::{camera::Camera, primitives::Aabb},
};
/// A 3D ray, with an origin and direction. The direction is guaranteed to be normalized.
#[derive(Debug, PartialEq, Copy, Clone, Default)]
pub struct Ray3d {
pub(crate) origin: Vec3A,
pub(crate) direction: Vec3A,
}
impl Ray3d {
/// Constructs a `Ray3d`, normalizing the direction vector.
pub fn new(origin: Vec3, direction: Vec3) -> Self {
Ray3d {
origin: origin.into(),
direction: direction.normalize().into(),
}
}
/// Position vector describing the ray origin
pub fn origin(&self) -> Vec3 {
self.origin.into()
}
/// Unit vector describing the ray direction
pub fn direction(&self) -> Vec3 {
self.direction.into()
}
pub fn position(&self, distance: f32) -> Vec3 {
(self.origin + self.direction * distance).into()
}
pub fn to_transform(self) -> Mat4 {
self.to_aligned_transform([0., 1., 0.].into())
}
/// Create a transform whose origin is at the origin of the ray and
/// whose up-axis is aligned with the direction of the ray. Use `up` to
/// specify which axis of the transform should align with the ray.
pub fn to_aligned_transform(self, up: Vec3) -> Mat4 {
let position = self.origin();
let normal = self.direction();
let axis = up.cross(normal).normalize();
let angle = up.dot(normal).acos();
let epsilon = f32::EPSILON;
let new_rotation = if angle.abs() > epsilon {
Quat::from_axis_angle(axis, angle)
} else {
Quat::default()
};
Mat4::from_rotation_translation(new_rotation, position)
}
pub fn from_transform(transform: Mat4) -> Self {
let pick_position_ndc = Vec3::from([0.0, 0.0, -1.0]);
let pick_position = transform.project_point3(pick_position_ndc);
let (_, _, source_origin) = transform.to_scale_rotation_translation();
let ray_direction = pick_position - source_origin;
Ray3d::new(source_origin, ray_direction)
}
pub fn from_screenspace(
cursor_pos_screen: Vec2,
camera: &Camera,
camera_transform: &GlobalTransform,
) -> Option<Self> {
let view = camera_transform.compute_matrix();
let (viewport_min, viewport_max) = camera.logical_viewport_rect()?;
let screen_size = camera.logical_target_size()?;
let viewport_size = viewport_max - viewport_min;
let adj_cursor_pos =
cursor_pos_screen - Vec2::new(viewport_min.x, screen_size.y - viewport_max.y);
let projection = camera.projection_matrix();
let far_ndc = projection.project_point3(Vec3::NEG_Z).z;
let near_ndc = projection.project_point3(Vec3::Z).z;
let cursor_ndc = (adj_cursor_pos / viewport_size) * 2.0 - Vec2::ONE;
let ndc_to_world: Mat4 = view * projection.inverse();
let near = ndc_to_world.project_point3(cursor_ndc.extend(near_ndc));
let far = ndc_to_world.project_point3(cursor_ndc.extend(far_ndc));
let ray_direction = far - near;
Some(Ray3d::new(near, ray_direction))
}
/// Checks if the ray intersects with an AABB of a mesh.
pub fn intersects_aabb(&self, aabb: &Aabb, model_to_world: &Mat4) -> Option<[f32; 2]> {
// Transform the ray to model space
let world_to_model = model_to_world.inverse();
let ray_dir: Vec3A = world_to_model.transform_vector3(self.direction()).into();
let ray_origin: Vec3A = world_to_model.transform_point3(self.origin()).into();
// Check if the ray intersects the mesh's AABB. It's useful to work in model space because
// we can do an AABB intersection test, instead of an OBB intersection test.
let t_0: Vec3A = (aabb.min() - ray_origin) / ray_dir;
let t_1: Vec3A = (aabb.max() - ray_origin) / ray_dir;
let t_min: Vec3A = t_0.min(t_1);
let t_max: Vec3A = t_0.max(t_1);
let mut hit_near = t_min.x;
let mut hit_far = t_max.x;
if hit_near > t_max.y || t_min.y > hit_far {
return None;
}
if t_min.y > hit_near {
hit_near = t_min.y;
}
if t_max.y < hit_far {
hit_far = t_max.y;
}
if (hit_near > t_max.z) || (t_min.z > hit_far) {
return None;
}
if t_min.z > hit_near {
hit_near = t_min.z;
}
if t_max.z < hit_far {
hit_far = t_max.z;
}
Some([hit_near, hit_far])
}
}
}
#[derive(Debug, PartialEq, Copy, Clone)]
pub struct Triangle {
pub v0: Vec3A,
pub v1: Vec3A,
pub v2: Vec3A,
}
impl From<(Vec3A, Vec3A, Vec3A)> for Triangle {
fn from(vertices: (Vec3A, Vec3A, Vec3A)) -> Self {
Triangle {
v0: vertices.0,
v1: vertices.1,
v2: vertices.2,
}
}
}
impl From<Vec<Vec3A>> for Triangle {
fn from(vertices: Vec<Vec3A>) -> Self {
Triangle {
v0: *vertices.get(0).unwrap(),
v1: *vertices.get(1).unwrap(),
v2: *vertices.get(2).unwrap(),
}
}
}
impl From<[Vec3A; 3]> for Triangle {
fn from(vertices: [Vec3A; 3]) -> Self {
Triangle {
v0: vertices[0],
v1: vertices[1],
v2: vertices[2],
}
}
}