-
-
Notifications
You must be signed in to change notification settings - Fork 3.7k
/
custom_primitives.rs
481 lines (426 loc) · 17.2 KB
/
custom_primitives.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
//! This example demonstrates how you can add your own custom primitives to bevy highlighting
//! traits you may want to implement for your primitives to achieve different functionalities.
use std::f32::consts::{PI, SQRT_2};
use bevy::{
color::palettes::css::{RED, WHITE},
input::common_conditions::input_just_pressed,
math::{
bounding::{
Aabb2d, Bounded2d, Bounded3d, BoundedExtrusion, BoundingCircle, BoundingVolume,
},
Isometry2d,
},
prelude::*,
render::{
camera::ScalingMode,
mesh::{Extrudable, ExtrusionBuilder, PerimeterSegment},
render_asset::RenderAssetUsages,
},
};
const HEART: Heart = Heart::new(0.5);
const EXTRUSION: Extrusion<Heart> = Extrusion {
base_shape: Heart::new(0.5),
half_depth: 0.5,
};
// The transform of the camera in 2D
const TRANSFORM_2D: Transform = Transform {
translation: Vec3::ZERO,
rotation: Quat::IDENTITY,
scale: Vec3::ONE,
};
// The projection used for the camera in 2D
const PROJECTION_2D: Projection = Projection::Orthographic(OrthographicProjection {
near: -1.0,
far: 10.0,
scale: 1.0,
viewport_origin: Vec2::new(0.5, 0.5),
scaling_mode: ScalingMode::AutoMax {
max_width: 8.0,
max_height: 20.0,
},
area: Rect {
min: Vec2::NEG_ONE,
max: Vec2::ONE,
},
});
// The transform of the camera in 3D
const TRANSFORM_3D: Transform = Transform {
translation: Vec3::ZERO,
// The camera is pointing at the 3D shape
rotation: Quat::from_xyzw(-0.14521316, -0.0, -0.0, 0.98940045),
scale: Vec3::ONE,
};
// The projection used for the camera in 3D
const PROJECTION_3D: Projection = Projection::Perspective(PerspectiveProjection {
fov: PI / 4.0,
near: 0.1,
far: 1000.0,
aspect_ratio: 1.0,
});
/// State for tracking the currently displayed shape
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect)]
enum CameraActive {
#[default]
/// The 2D shape is displayed
Dim2,
/// The 3D shape is displayed
Dim3,
}
/// State for tracking the currently displayed shape
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect)]
enum BoundingShape {
#[default]
/// No bounding shapes
None,
/// The bounding sphere or circle of the shape
BoundingSphere,
/// The Axis Aligned Bounding Box (AABB) of the shape
BoundingBox,
}
/// A marker component for our 2D shapes so we can query them separately from the camera
#[derive(Component)]
struct Shape2d;
/// A marker component for our 3D shapes so we can query them separately from the camera
#[derive(Component)]
struct Shape3d;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_state::<BoundingShape>()
.init_state::<CameraActive>()
.add_systems(Startup, setup)
.add_systems(
Update,
(
(rotate_2d_shapes, bounding_shapes_2d).run_if(in_state(CameraActive::Dim2)),
(rotate_3d_shapes, bounding_shapes_3d).run_if(in_state(CameraActive::Dim3)),
update_bounding_shape.run_if(input_just_pressed(KeyCode::KeyB)),
switch_cameras.run_if(input_just_pressed(KeyCode::Space)),
),
)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Spawn the camera
commands.spawn((Camera3d::default(), TRANSFORM_2D, PROJECTION_2D));
// Spawn the 2D heart
commands.spawn((
// We can use the methods defined on the meshbuilder to customize the mesh.
Mesh3d(meshes.add(HEART.mesh().resolution(50))),
MeshMaterial3d(materials.add(StandardMaterial {
emissive: RED.into(),
base_color: RED.into(),
..Default::default()
})),
Transform::from_xyz(0.0, 0.0, 0.0),
Shape2d,
));
// Spawn an extrusion of the heart.
commands.spawn((
// We can set a custom resolution for the round parts of the extrusion aswell.
Mesh3d(meshes.add(EXTRUSION.mesh().resolution(50))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED.into(),
..Default::default()
})),
Transform::from_xyz(0., -3., -10.).with_rotation(Quat::from_rotation_x(-PI / 4.)),
Shape3d,
));
// Point light for 3D
commands.spawn((
PointLight {
shadows_enabled: true,
intensity: 10_000_000.,
range: 100.0,
shadow_depth_bias: 0.2,
..default()
},
Transform::from_xyz(8.0, 12.0, 1.0),
));
// Example instructions
commands.spawn((
Text::new("Press 'B' to toggle between no bounding shapes, bounding boxes (AABBs) and bounding spheres / circles\n\
Press 'Space' to switch between 3D and 2D"),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
// Rotate the 2D shapes.
fn rotate_2d_shapes(mut shapes: Query<&mut Transform, With<Shape2d>>, time: Res<Time>) {
let elapsed_seconds = time.elapsed_secs();
for mut transform in shapes.iter_mut() {
transform.rotation = Quat::from_rotation_z(elapsed_seconds);
}
}
// Draw bounding boxes or circles for the 2D shapes.
fn bounding_shapes_2d(
shapes: Query<&Transform, With<Shape2d>>,
mut gizmos: Gizmos,
bounding_shape: Res<State<BoundingShape>>,
) {
for transform in shapes.iter() {
// Get the rotation angle from the 3D rotation.
let rotation = transform.rotation.to_scaled_axis().z;
let rotation = Rot2::radians(rotation);
let isometry = Isometry2d::new(transform.translation.xy(), rotation);
match bounding_shape.get() {
BoundingShape::None => (),
BoundingShape::BoundingBox => {
// Get the AABB of the primitive with the rotation and translation of the mesh.
let aabb = HEART.aabb_2d(isometry);
gizmos.rect_2d(aabb.center(), aabb.half_size() * 2., WHITE);
}
BoundingShape::BoundingSphere => {
// Get the bounding sphere of the primitive with the rotation and translation of the mesh.
let bounding_circle = HEART.bounding_circle(isometry);
gizmos
.circle_2d(bounding_circle.center(), bounding_circle.radius(), WHITE)
.resolution(64);
}
}
}
}
// Rotate the 3D shapes.
fn rotate_3d_shapes(mut shapes: Query<&mut Transform, With<Shape3d>>, time: Res<Time>) {
let delta_seconds = time.delta_secs();
for mut transform in shapes.iter_mut() {
transform.rotate_y(delta_seconds);
}
}
// Draw the AABBs or bounding spheres for the 3D shapes.
fn bounding_shapes_3d(
shapes: Query<&Transform, With<Shape3d>>,
mut gizmos: Gizmos,
bounding_shape: Res<State<BoundingShape>>,
) {
for transform in shapes.iter() {
match bounding_shape.get() {
BoundingShape::None => (),
BoundingShape::BoundingBox => {
// Get the AABB of the extrusion with the rotation and translation of the mesh.
let aabb = EXTRUSION.aabb_3d(transform.to_isometry());
gizmos.primitive_3d(
&Cuboid::from_size(Vec3::from(aabb.half_size()) * 2.),
aabb.center(),
WHITE,
);
}
BoundingShape::BoundingSphere => {
// Get the bounding sphere of the extrusion with the rotation and translation of the mesh.
let bounding_sphere = EXTRUSION.bounding_sphere(transform.to_isometry());
gizmos.sphere(bounding_sphere.center(), bounding_sphere.radius(), WHITE);
}
}
}
}
// Switch to the next bounding shape.
fn update_bounding_shape(
current: Res<State<BoundingShape>>,
mut next: ResMut<NextState<BoundingShape>>,
) {
next.set(match current.get() {
BoundingShape::None => BoundingShape::BoundingBox,
BoundingShape::BoundingBox => BoundingShape::BoundingSphere,
BoundingShape::BoundingSphere => BoundingShape::None,
});
}
// Switch between 2D and 3D cameras.
fn switch_cameras(
current: Res<State<CameraActive>>,
mut next: ResMut<NextState<CameraActive>>,
camera: Single<(&mut Transform, &mut Projection)>,
) {
let next_state = match current.get() {
CameraActive::Dim2 => CameraActive::Dim3,
CameraActive::Dim3 => CameraActive::Dim2,
};
next.set(next_state);
let (mut transform, mut projection) = camera.into_inner();
match next_state {
CameraActive::Dim2 => {
*transform = TRANSFORM_2D;
*projection = PROJECTION_2D;
}
CameraActive::Dim3 => {
*transform = TRANSFORM_3D;
*projection = PROJECTION_3D;
}
};
}
/// A custom 2D heart primitive. The heart is made up of two circles centered at `Vec2::new(±radius, 0.)` each with the same `radius`.
///
/// The tip of the heart connects the two circles at a 45° angle from `Vec3::NEG_Y`.
#[derive(Copy, Clone)]
struct Heart {
/// The radius of each wing of the heart
radius: f32,
}
// The `Primitive2d` or `Primitive3d` trait is required by almost all other traits for primitives in bevy.
// Depending on your shape, you should implement either one of them.
impl Primitive2d for Heart {}
impl Heart {
const fn new(radius: f32) -> Self {
Self { radius }
}
}
// The `Measured2d` and `Measured3d` traits are used to compute the perimeter, the area or the volume of a primitive.
// If you implement `Measured2d` for a 2D primitive, `Measured3d` is automatically implemented for `Extrusion<T>`.
impl Measured2d for Heart {
fn perimeter(&self) -> f32 {
self.radius * (2.5 * PI + ops::powf(2f32, 1.5) + 2.0)
}
fn area(&self) -> f32 {
let circle_area = PI * self.radius * self.radius;
let triangle_area = self.radius * self.radius * (1.0 + 2f32.sqrt()) / 2.0;
let cutout = triangle_area - circle_area * 3.0 / 16.0;
2.0 * circle_area + 4.0 * cutout
}
}
// The `Bounded2d` or `Bounded3d` traits are used to compute the Axis Aligned Bounding Boxes or bounding circles / spheres for primitives.
impl Bounded2d for Heart {
fn aabb_2d(&self, isometry: impl Into<Isometry2d>) -> Aabb2d {
let isometry = isometry.into();
// The center of the circle at the center of the right wing of the heart
let circle_center = isometry.rotation * Vec2::new(self.radius, 0.0);
// The maximum X and Y positions of the two circles of the wings of the heart.
let max_circle = circle_center.abs() + Vec2::splat(self.radius);
// Since the two circles of the heart are mirrored around the origin, the minimum position is the negative of the maximum.
let min_circle = -max_circle;
// The position of the tip at the bottom of the heart
let tip_position = isometry.rotation * Vec2::new(0.0, -self.radius * (1. + SQRT_2));
Aabb2d {
min: isometry.translation + min_circle.min(tip_position),
max: isometry.translation + max_circle.max(tip_position),
}
}
fn bounding_circle(&self, isometry: impl Into<Isometry2d>) -> BoundingCircle {
let isometry = isometry.into();
// The bounding circle of the heart is not at its origin. This `offset` is the offset between the center of the bounding circle and its translation.
let offset = self.radius / ops::powf(2f32, 1.5);
// The center of the bounding circle
let center = isometry * Vec2::new(0.0, -offset);
// The radius of the bounding circle
let radius = self.radius * (1.0 + 2f32.sqrt()) - offset;
BoundingCircle::new(center, radius)
}
}
// You can implement the `BoundedExtrusion` trait to implement `Bounded3d for Extrusion<Heart>`. There is a default implementation for both AABBs and bounding spheres,
// but you may be able to find faster solutions for your specific primitives.
impl BoundedExtrusion for Heart {}
// You can use the `Meshable` trait to create a `MeshBuilder` for the primitive.
impl Meshable for Heart {
// The meshbuilder can be used to create the actual mesh for that primitive.
type Output = HeartMeshBuilder;
fn mesh(&self) -> Self::Output {
Self::Output {
heart: *self,
resolution: 32,
}
}
}
// You can include any additional information needed for meshing the primitive in the meshbuilder.
struct HeartMeshBuilder {
heart: Heart,
// The resolution determines the amount of vertices used for each wing of the heart
resolution: usize,
}
// This trait is needed so that the configuration methods of the builder of the primitive are also available for the builder for the extrusion.
// If you do not want to support these configuration options for extrusions you can just implement them for your 2D mesh builder.
trait HeartBuilder {
/// Set the resolution for each of the wings of the heart.
fn resolution(self, resolution: usize) -> Self;
}
impl HeartBuilder for HeartMeshBuilder {
fn resolution(mut self, resolution: usize) -> Self {
self.resolution = resolution;
self
}
}
impl HeartBuilder for ExtrusionBuilder<Heart> {
fn resolution(mut self, resolution: usize) -> Self {
self.base_builder.resolution = resolution;
self
}
}
impl MeshBuilder for HeartMeshBuilder {
// This is where you should build the actual mesh.
fn build(&self) -> Mesh {
let radius = self.heart.radius;
// The curved parts of each wing (half) of the heart have an angle of `PI * 1.25` or 225°
let wing_angle = PI * 1.25;
// We create buffers for the vertices, their normals and UVs, as well as the indices used to connect the vertices.
let mut vertices = Vec::with_capacity(2 * self.resolution);
let mut uvs = Vec::with_capacity(2 * self.resolution);
let mut indices = Vec::with_capacity(6 * self.resolution - 9);
// Since the heart is flat, we know all the normals are identical already.
let normals = vec![[0f32, 0f32, 1f32]; 2 * self.resolution];
// The point in the middle of the two curved parts of the heart
vertices.push([0.0; 3]);
uvs.push([0.5, 0.5]);
// The left wing of the heart, starting from the point in the middle.
for i in 1..self.resolution {
let angle = (i as f32 / self.resolution as f32) * wing_angle;
let (sin, cos) = ops::sin_cos(angle);
vertices.push([radius * (cos - 1.0), radius * sin, 0.0]);
uvs.push([0.5 - (cos - 1.0) / 4., 0.5 - sin / 2.]);
}
// The bottom tip of the heart
vertices.push([0.0, radius * (-1. - SQRT_2), 0.0]);
uvs.push([0.5, 1.]);
// The right wing of the heart, starting from the bottom most point and going towards the middle point.
for i in 0..self.resolution - 1 {
let angle = (i as f32 / self.resolution as f32) * wing_angle - PI / 4.;
let (sin, cos) = ops::sin_cos(angle);
vertices.push([radius * (cos + 1.0), radius * sin, 0.0]);
uvs.push([0.5 - (cos + 1.0) / 4., 0.5 - sin / 2.]);
}
// This is where we build all the triangles from the points created above.
// Each triangle has one corner on the middle point with the other two being adjacent points on the perimeter of the heart.
for i in 2..2 * self.resolution as u32 {
indices.extend_from_slice(&[i - 1, i, 0]);
}
// Here, the actual `Mesh` is created. We set the indices, vertices, normals and UVs created above and specify the topology of the mesh.
Mesh::new(
bevy::render::mesh::PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
)
.with_inserted_indices(bevy::render::mesh::Indices::U32(indices))
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices)
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
}
}
// The `Extrudable` trait can be used to easily implement meshing for extrusions.
impl Extrudable for HeartMeshBuilder {
fn perimeter(&self) -> Vec<PerimeterSegment> {
let resolution = self.resolution as u32;
vec![
// The left wing of the heart
PerimeterSegment::Smooth {
// The normals of the first and last vertices of smooth segments have to be specified manually.
first_normal: Vec2::X,
last_normal: Vec2::new(-1.0, -1.0).normalize(),
// These indices are used to index into the `ATTRIBUTE_POSITION` vec of your 2D mesh.
indices: (0..resolution).collect(),
},
// The bottom tip of the heart
PerimeterSegment::Flat {
indices: vec![resolution - 1, resolution, resolution + 1],
},
// The right wing of the heart
PerimeterSegment::Smooth {
first_normal: Vec2::new(1.0, -1.0).normalize(),
last_normal: Vec2::NEG_X,
indices: (resolution + 1..2 * resolution).chain([0]).collect(),
},
]
}
}