Implement offscreen rendering
This commit is contained in:
parent
64d474694f
commit
13a912d228
3 changed files with 365 additions and 286 deletions
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@ -1,6 +1,6 @@
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use bevy::prelude::*;
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use bevy::{prelude::*, render::view::RenderLayers};
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#[derive(Resource, Debug, PartialEq, Clone)]
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#[derive(Resource, Debug, Clone)]
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pub struct GlobalState {
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pub cursor_position: Vec2,
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pub window_extent: Vec2,
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@ -8,39 +8,22 @@ pub struct GlobalState {
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pub view_2d: bool,
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pub extrusion_height: f32,
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pub offscreen_image
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pub offscreen_image: Handle<Image>,
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pub offscreen_image_size: Vec2,
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pub offscreen_render_layer: RenderLayers,
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camera_3d: Option<Entity>,
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camera_2d: Option<Entity>,
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pub camera_3d: Entity,
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pub camera_2d: Entity,
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}
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impl GlobalState {
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pub fn setup_2d_cam(&mut self, cmd: &mut Commands) {
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self.camera_2d = Some(cmd.spawn(Camera2dBundle::default()).id());
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}
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pub fn setup_3d_cam(&mut self, cmd: &mut Commands) {
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self.camera_3d = Some(
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cmd.spawn(Camera3dBundle {
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transform: Transform::from_xyz(200.0, -600.0, 600.0)
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.looking_at((self.window_extent * 0.5).extend(0.0), Vec3::Z),
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..default()
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})
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.id(),
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);
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}
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pub fn camera_2d(&self) -> Entity {
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self.camera_2d.unwrap()
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}
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pub fn camera_3d(&self) -> Entity {
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self.camera_3d.unwrap()
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}
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}
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impl Default for GlobalState {
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fn default() -> Self {
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pub fn new(
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camera_2d: Entity,
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camera_3d: Entity,
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offscreen_image: Handle<Image>,
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offscreen_image_size: Vec2,
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offscreen_render_layer: RenderLayers,
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) -> Self {
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Self {
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cursor_position: Vec2::default(),
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window_extent: Vec2::default(),
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@ -48,10 +31,12 @@ impl Default for GlobalState {
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view_2d: true,
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extrusion_height: 20.0,
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camera_3d: None,
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camera_2d: None,
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offscreen_image,
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offscreen_image_size,
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offscreen_render_layer,
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camera_3d,
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camera_2d,
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}
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}
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}
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#[derive()]
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145
src/main.rs
145
src/main.rs
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@ -7,10 +7,17 @@ use bevy::{
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ButtonState,
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},
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prelude::*,
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render::{
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camera::RenderTarget,
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render_resource::{
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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},
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view::RenderLayers,
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},
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window::WindowResized,
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};
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use bevy_egui::{egui, EguiContexts, EguiPlugin};
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use bevy_egui::{egui, EguiContexts, EguiPlugin, EguiUserTextures};
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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use global_state::GlobalState;
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use polygon::ObjectInfos;
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@ -20,17 +27,77 @@ fn main() {
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.add_plugins(DefaultPlugins)
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.add_plugin(EguiPlugin)
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.add_plugin(WorldInspectorPlugin::new())
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.insert_resource(GlobalState::default())
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.insert_resource(ObjectInfos::default())
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.add_startup_system(setup_cameras)
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.add_startup_system(setup)
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.add_systems((mouse_event_system, update_ui_side_panel, on_resize_system))
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.run();
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}
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// Spawns the camera
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fn setup_cameras(mut cmd: Commands, mut global_state: ResMut<GlobalState>) {
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global_state.setup_2d_cam(&mut cmd);
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global_state.setup_3d_cam(&mut cmd);
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// Creates GlobalState
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fn setup(
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mut cmd: Commands,
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mut images: ResMut<Assets<Image>>,
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mut egui_user_textures: ResMut<EguiUserTextures>,
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) {
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let offscreen_image_size = Vec2::new(256.0, 256.0);
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let size = Extent3d {
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width: offscreen_image_size.x as u32,
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height: offscreen_image_size.y as u32,
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..default()
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};
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// This is the texture that will be rendered to.
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let mut image = Image {
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texture_descriptor: TextureDescriptor {
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label: None,
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size,
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dimension: TextureDimension::D2,
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format: TextureFormat::Bgra8UnormSrgb,
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mip_level_count: 1,
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sample_count: 1,
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usage: TextureUsages::TEXTURE_BINDING
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| TextureUsages::COPY_DST
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| TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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},
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..default()
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};
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// fill image.data with zeroes
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image.resize(size);
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let image_handle = images.add(image);
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egui_user_textures.add_image(image_handle.clone());
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// This specifies the layer used for the offscreen image, which will be attached to the first pass camera.
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let offscreen_render_layer = RenderLayers::layer(1);
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let camera_2d = cmd.spawn(Camera2dBundle::default()).id();
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let camera_3d = cmd
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.spawn((
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Camera3dBundle {
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camera: Camera {
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target: RenderTarget::Image(image_handle.clone()),
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..default()
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},
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transform: Transform::from_xyz(200.0, -600.0, 600.0)
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.looking_at(Vec3::ZERO, Vec3::Z),
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..default()
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},
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offscreen_render_layer,
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))
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.id();
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cmd.insert_resource(GlobalState::new(
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camera_2d,
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camera_3d,
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image_handle,
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offscreen_image_size,
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offscreen_render_layer,
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));
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}
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// Create UI
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@ -43,44 +110,44 @@ fn update_ui_side_panel(
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mut standard_materials: ResMut<Assets<StandardMaterial>>,
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mut color_materials: ResMut<Assets<ColorMaterial>>,
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) {
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let offscreen_texture_id = contexts.image_id(&global_state.offscreen_image).unwrap();
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egui::SidePanel::right("2D View")
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.default_width(400.0)
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.show(contexts.ctx_mut(), |ui| {
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ui.add(egui::widgets::Image::new(
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offscreen_texture_id,
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bevy_egui::egui::Vec2::new(
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global_state.offscreen_image_size.x,
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global_state.offscreen_image_size.y,
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),
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));
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if global_state.view_2d {
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if ui.button("Change to 3D View").clicked() {
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global_state.view_2d = false;
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object_infos.iter_mut().for_each(|polygon| {
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polygon.swap_to_3d(
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&global_state,
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&mut commands,
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&mut meshes,
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&mut standard_materials,
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)
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});
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global_state.setup_3d_cam(&mut commands);
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debug_assert!(global_state.camera.is_some());
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debug_assert!(global_state.camera.as_ref().unwrap().is_3d());
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// object_infos.iter_mut().for_each(|polygon| {
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// polygon.swap_to_3d(
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// &global_state,
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// &mut commands,
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// &mut meshes,
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// &mut standard_materials,
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// )
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// });
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}
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} else {
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if ui.button("Change to 2D View").clicked() {
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global_state.view_2d = true;
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object_infos.iter_mut().for_each(|polygon| {
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polygon.swap_to_2d(
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&global_state,
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&mut commands,
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&mut meshes,
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&mut color_materials,
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)
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});
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global_state.setup_2d_cam(&mut commands);
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debug_assert!(global_state.camera.is_some());
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debug_assert!(global_state.camera.as_ref().unwrap().is_2d());
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// object_infos.iter_mut().for_each(|polygon| {
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// polygon.swap_to_2d(
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// &global_state,
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// &mut commands,
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// &mut meshes,
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// &mut color_materials,
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// )
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// });
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}
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}
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@ -109,7 +176,8 @@ fn mouse_event_system(
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mut object_infos: ResMut<ObjectInfos>,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut color_materials: ResMut<Assets<ColorMaterial>>,
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mut standard_materials: ResMut<Assets<StandardMaterial>>,
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) {
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for event in mouse_button_input_events.iter() {
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match event.button {
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@ -126,7 +194,8 @@ fn mouse_event_system(
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&global_state,
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&mut commands,
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&mut meshes,
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&mut materials,
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&mut color_materials,
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&mut standard_materials,
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) {
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global_state.polygon_started = false;
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}
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@ -153,9 +222,15 @@ fn mouse_event_system(
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fn on_resize_system(
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mut resize_reader: EventReader<WindowResized>,
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mut global_state: ResMut<GlobalState>,
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mut camera: Query<&mut Transform, &Camera3d>,
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) {
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for e in resize_reader.iter() {
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// When resolution is being changed
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global_state.window_extent = Vec2::new(e.width, e.height);
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for mut transform in &mut camera {
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*transform = Transform::from_xyz(200.0, -600.0, 600.0)
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.looking_at((global_state.window_extent * 0.5).extend(0.0), Vec3::Z);
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}
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}
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}
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451
src/polygon.rs
451
src/polygon.rs
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@ -14,10 +14,16 @@ struct CollectionIDs {
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lines: Vec<Entity>,
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}
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#[derive(Debug, PartialEq)]
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struct FinishedIDs {
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plane: Entity,
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object: Entity,
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}
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#[derive(Debug, PartialEq)]
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enum PolygonState {
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Collection(CollectionIDs),
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Finished(Entity),
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Finished(FinishedIDs),
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}
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impl PolygonState {
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@ -35,84 +41,234 @@ impl Default for PolygonState {
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}
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}
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#[derive(Debug, PartialEq)]
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enum PolygonView {
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TwoDimensional(PolygonState),
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ThreeDimensional(Option<Entity>),
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}
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impl PolygonView {
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fn is_2d(&self) -> bool {
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match self {
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PolygonView::TwoDimensional(_) => true,
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PolygonView::ThreeDimensional(_) => false,
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}
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}
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fn is_3d(&self) -> bool {
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!self.is_2d()
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}
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fn two_dimensional_mut(&mut self) -> &mut PolygonState {
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match self {
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PolygonView::TwoDimensional(t) => t,
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PolygonView::ThreeDimensional(_) => panic!("called 2d on 3d!"),
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}
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}
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fn three_dimensional_mut(&mut self) -> &mut Option<Entity> {
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match self {
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PolygonView::TwoDimensional(_) => panic!("called 3d on 2d!"),
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PolygonView::ThreeDimensional(t) => t,
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}
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}
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}
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impl Default for PolygonView {
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fn default() -> Self {
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Self::TwoDimensional(PolygonState::default())
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}
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}
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#[derive(Default, Debug, PartialEq)]
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pub struct Polygon {
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points: Vec<Vec2>,
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state: PolygonView,
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state: PolygonState,
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}
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impl Polygon {
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const PROXIMITY_THRESHOLD: f32 = 10.0;
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pub fn swap_to_3d(
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// pub fn swap_to_3d(
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// &mut self,
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// global_state: &GlobalState,
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// commands: &mut Commands,
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// meshes: &mut ResMut<Assets<Mesh>>,
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// materials: &mut ResMut<Assets<StandardMaterial>>,
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// ) {
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// debug_assert!(self.state.is_2d());
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// // clear all 2d entities
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// let finished = match self.state.two_dimensional_mut() {
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// PolygonState::Collection(collection_ids) => {
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// for point in collection_ids.points.iter() {
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// commands.entity(*point).despawn();
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// }
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// for line in collection_ids.lines.iter() {
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// commands.entity(*line).despawn();
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// }
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// false
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// }
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// PolygonState::Finished(mesh) => {
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// commands.entity(*mesh).despawn();
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// true
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// }
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// };
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// self.state = PolygonView::ThreeDimensional(if finished {
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// let vertices: Vec<Vec3> = self
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// .points
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// .iter()
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// .map(|p| vec![p.extend(0.0), p.extend(global_state.extrusion_height)])
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// .flatten()
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// .collect();
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// let indices = Indices::U32({
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// let mut v = Vec::new();
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// for i in 0..self.points.len() {
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// let index = (i as u32) * 2;
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// // create quads from 4 adjacent points
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// v.push(index);
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// v.push((index + 2) % vertices.len() as u32);
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// v.push(index + 1);
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// v.push(index + 1);
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// v.push((index + 2) % vertices.len() as u32);
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// v.push((index + 3) % vertices.len() as u32);
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// }
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// // TODO: proper ear cutting algo
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// for i in 2..self.points.len() as u32 {
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// let index = (i as u32) * 2 + 1;
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// v.push(1);
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// v.push(index - 2);
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// v.push(index);
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// }
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// v
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// });
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// let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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// mesh.set_indices(Some(indices));
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// mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
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// let mesh_id = commands
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// .spawn(MaterialMeshBundle {
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// mesh: meshes.add(mesh).into(),
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// transform: Transform::default(),
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// material: materials.add(StandardMaterial::from(Color::BLACK)),
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// ..default()
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// })
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// .id();
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// Some(mesh_id)
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// } else {
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// None
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// });
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// }
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// pub fn swap_to_2d(
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// &mut self,
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// global_state: &GlobalState,
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// commands: &mut Commands,
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// meshes: &mut ResMut<Assets<Mesh>>,
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// materials: &mut ResMut<Assets<ColorMaterial>>,
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// ) {
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// debug_assert!(self.state.is_3d());
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// // clear 3d entity
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// let finished = match self.state.three_dimensional_mut() {
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// Some(mesh_id) => {
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// commands.entity(*mesh_id).despawn();
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// true
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// }
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// None => false,
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// };
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// self.state = PolygonView::TwoDimensional(if finished {
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// // create triangle mesh
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// let triangle_mesh = self.create_triangulated_mesh();
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// let triangle_id = commands
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// .spawn(MaterialMesh2dBundle {
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// mesh: meshes.add(triangle_mesh).into(),
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// transform: Transform::default()
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// .with_translation((-global_state.window_extent * 0.5).extend(0.0)),
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// material: materials.add(ColorMaterial::from(Color::BLACK)),
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// ..default()
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// })
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// .id();
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// // store triangle entity id in state
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// PolygonState::Finished(triangle_id)
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// } else {
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// // create point meshes for every point
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// let point_ids = self
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// .points
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// .iter()
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// .map(|&point| {
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// commands
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// .spawn(MaterialMesh2dBundle {
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// mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
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// transform: Transform::default()
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// .with_scale(Vec3::splat(4.0))
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// .with_translation(
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// (point - (global_state.window_extent * 0.5)).extend(0.0),
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// ),
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// material: materials.add(ColorMaterial::from(Color::BLACK)),
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// ..default()
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// })
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// .id()
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// })
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// .collect();
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|
||||
// // draw lines between the points
|
||||
// let line_ids = (1..self.points.len())
|
||||
// .map(|i| {
|
||||
// let previous_point = self.points[i - 1];
|
||||
// let point = self.points[i];
|
||||
|
||||
// let a = Vec2::X.angle_between((point - previous_point).normalize());
|
||||
|
||||
// commands
|
||||
// .spawn(MaterialMesh2dBundle {
|
||||
// mesh: meshes
|
||||
// .add(Self::create_line_mesh(previous_point, point))
|
||||
// .into(),
|
||||
// transform: Transform::default()
|
||||
// .with_translation(
|
||||
// (previous_point - (global_state.window_extent * 0.5))
|
||||
// .extend(0.0),
|
||||
// )
|
||||
// .with_rotation(Quat::from_rotation_z(a)),
|
||||
// material: materials.add(ColorMaterial::from(Color::BLACK)),
|
||||
// ..default()
|
||||
// })
|
||||
// .id()
|
||||
// })
|
||||
// .collect();
|
||||
|
||||
// PolygonState::Collection(CollectionIDs {
|
||||
// points: point_ids,
|
||||
// lines: line_ids,
|
||||
// })
|
||||
// });
|
||||
// }
|
||||
|
||||
pub fn points(&self) -> &[Vec2] {
|
||||
&self.points
|
||||
}
|
||||
|
||||
pub fn add_point(
|
||||
&mut self,
|
||||
global_state: &GlobalState,
|
||||
commands: &mut Commands,
|
||||
meshes: &mut ResMut<Assets<Mesh>>,
|
||||
materials: &mut ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
debug_assert!(self.state.is_2d());
|
||||
color_materials: &mut ResMut<Assets<ColorMaterial>>,
|
||||
standard_materials: &mut ResMut<Assets<StandardMaterial>>,
|
||||
) -> bool {
|
||||
debug_assert_eq!(self.finished(), false);
|
||||
|
||||
// clear all 2d entities
|
||||
let finished = match self.state.two_dimensional_mut() {
|
||||
PolygonState::Collection(collection_ids) => {
|
||||
for point in collection_ids.points.iter() {
|
||||
commands.entity(*point).despawn();
|
||||
let point = global_state.cursor_position;
|
||||
|
||||
// polygon must be at least an triangle
|
||||
// and check if we can close up the polygon
|
||||
if self.points.len() >= 3 && self.check_first_for_proximity(point) {
|
||||
// remove points and lines from collection state
|
||||
{
|
||||
let collection_ids = self.state.collection_mut();
|
||||
|
||||
for point_id in collection_ids.points.iter() {
|
||||
commands.entity(*point_id).despawn();
|
||||
}
|
||||
|
||||
for line in collection_ids.lines.iter() {
|
||||
commands.entity(*line).despawn();
|
||||
for line_id in collection_ids.lines.iter() {
|
||||
commands.entity(*line_id).despawn();
|
||||
}
|
||||
|
||||
false
|
||||
}
|
||||
PolygonState::Finished(mesh) => {
|
||||
commands.entity(*mesh).despawn();
|
||||
|
||||
true
|
||||
}
|
||||
};
|
||||
// create triangle mesh
|
||||
let triangle_mesh = self.create_triangulated_mesh();
|
||||
|
||||
self.state = PolygonView::ThreeDimensional(if finished {
|
||||
let triangle_id = commands
|
||||
.spawn(MaterialMesh2dBundle {
|
||||
mesh: meshes.add(triangle_mesh).into(),
|
||||
transform: Transform::default()
|
||||
.with_translation((-global_state.window_extent * 0.5).extend(0.0)),
|
||||
material: color_materials.add(ColorMaterial::from(Color::BLACK)),
|
||||
..default()
|
||||
})
|
||||
.id();
|
||||
|
||||
// create 3d object
|
||||
let vertices: Vec<Vec3> = self
|
||||
.points
|
||||
.iter()
|
||||
|
@ -152,163 +308,29 @@ impl Polygon {
|
|||
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
|
||||
|
||||
let mesh_id = commands
|
||||
.spawn(MaterialMeshBundle {
|
||||
mesh: meshes.add(mesh).into(),
|
||||
transform: Transform::default(),
|
||||
material: materials.add(StandardMaterial::from(Color::BLACK)),
|
||||
..default()
|
||||
})
|
||||
.spawn((
|
||||
MaterialMeshBundle {
|
||||
mesh: meshes.add(mesh).into(),
|
||||
transform: Transform::default(),
|
||||
material: standard_materials.add(StandardMaterial::from(Color::BLACK)),
|
||||
..default()
|
||||
},
|
||||
global_state.offscreen_render_layer,
|
||||
))
|
||||
.id();
|
||||
|
||||
Some(mesh_id)
|
||||
} else {
|
||||
None
|
||||
});
|
||||
}
|
||||
|
||||
pub fn swap_to_2d(
|
||||
&mut self,
|
||||
global_state: &GlobalState,
|
||||
commands: &mut Commands,
|
||||
meshes: &mut ResMut<Assets<Mesh>>,
|
||||
materials: &mut ResMut<Assets<ColorMaterial>>,
|
||||
) {
|
||||
debug_assert!(self.state.is_3d());
|
||||
|
||||
// clear 3d entity
|
||||
|
||||
let finished = match self.state.three_dimensional_mut() {
|
||||
Some(mesh_id) => {
|
||||
commands.entity(*mesh_id).despawn();
|
||||
|
||||
true
|
||||
}
|
||||
None => false,
|
||||
};
|
||||
|
||||
self.state = PolygonView::TwoDimensional(if finished {
|
||||
// create triangle mesh
|
||||
let triangle_mesh = self.create_triangulated_mesh();
|
||||
|
||||
let triangle_id = commands
|
||||
.spawn(MaterialMesh2dBundle {
|
||||
mesh: meshes.add(triangle_mesh).into(),
|
||||
transform: Transform::default()
|
||||
.with_translation((-global_state.window_extent * 0.5).extend(0.0)),
|
||||
material: materials.add(ColorMaterial::from(Color::BLACK)),
|
||||
..default()
|
||||
})
|
||||
.id();
|
||||
|
||||
// store triangle entity id in state
|
||||
PolygonState::Finished(triangle_id)
|
||||
} else {
|
||||
// create point meshes for every point
|
||||
let point_ids = self
|
||||
.points
|
||||
.iter()
|
||||
.map(|&point| {
|
||||
commands
|
||||
.spawn(MaterialMesh2dBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
|
||||
transform: Transform::default()
|
||||
.with_scale(Vec3::splat(4.0))
|
||||
.with_translation(
|
||||
(point - (global_state.window_extent * 0.5)).extend(0.0),
|
||||
),
|
||||
material: materials.add(ColorMaterial::from(Color::BLACK)),
|
||||
..default()
|
||||
})
|
||||
.id()
|
||||
})
|
||||
.collect();
|
||||
|
||||
// draw lines between the points
|
||||
let line_ids = (1..self.points.len())
|
||||
.map(|i| {
|
||||
let previous_point = self.points[i - 1];
|
||||
let point = self.points[i];
|
||||
|
||||
let a = Vec2::X.angle_between((point - previous_point).normalize());
|
||||
|
||||
commands
|
||||
.spawn(MaterialMesh2dBundle {
|
||||
mesh: meshes
|
||||
.add(Self::create_line_mesh(previous_point, point))
|
||||
.into(),
|
||||
transform: Transform::default()
|
||||
.with_translation(
|
||||
(previous_point - (global_state.window_extent * 0.5))
|
||||
.extend(0.0),
|
||||
)
|
||||
.with_rotation(Quat::from_rotation_z(a)),
|
||||
material: materials.add(ColorMaterial::from(Color::BLACK)),
|
||||
..default()
|
||||
})
|
||||
.id()
|
||||
})
|
||||
.collect();
|
||||
|
||||
PolygonState::Collection(CollectionIDs {
|
||||
points: point_ids,
|
||||
lines: line_ids,
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
pub fn points(&self) -> &[Vec2] {
|
||||
&self.points
|
||||
}
|
||||
|
||||
pub fn add_point(
|
||||
&mut self,
|
||||
global_state: &GlobalState,
|
||||
commands: &mut Commands,
|
||||
meshes: &mut ResMut<Assets<Mesh>>,
|
||||
materials: &mut ResMut<Assets<ColorMaterial>>,
|
||||
) -> bool {
|
||||
debug_assert_eq!(self.finished(), false);
|
||||
|
||||
let point = global_state.cursor_position;
|
||||
|
||||
// polygon must be at least an triangle
|
||||
// and check if we can close up the polygon
|
||||
if self.points.len() >= 3 && self.check_first_for_proximity(point) {
|
||||
// remove points and lines from collection state
|
||||
{
|
||||
let collection_ids = self.state.two_dimensional_mut().collection_mut();
|
||||
|
||||
for point_id in collection_ids.points.iter() {
|
||||
commands.entity(*point_id).despawn();
|
||||
}
|
||||
|
||||
for line_id in collection_ids.lines.iter() {
|
||||
commands.entity(*line_id).despawn();
|
||||
}
|
||||
}
|
||||
|
||||
// create triangle mesh
|
||||
let triangle_mesh = self.create_triangulated_mesh();
|
||||
|
||||
let triangle_id = commands
|
||||
.spawn(MaterialMesh2dBundle {
|
||||
mesh: meshes.add(triangle_mesh).into(),
|
||||
transform: Transform::default()
|
||||
.with_translation((-global_state.window_extent * 0.5).extend(0.0)),
|
||||
material: materials.add(ColorMaterial::from(Color::BLACK)),
|
||||
..default()
|
||||
})
|
||||
.id();
|
||||
|
||||
// store triangle entity id in state
|
||||
*self.state.two_dimensional_mut() = PolygonState::Finished(triangle_id);
|
||||
// store finished entities in state
|
||||
self.state = PolygonState::Finished(FinishedIDs {
|
||||
plane: triangle_id,
|
||||
object: mesh_id,
|
||||
});
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// deny too close points
|
||||
if !self.check_all_for_proximity(point) {
|
||||
let collection_ids = self.state.two_dimensional_mut().collection_mut();
|
||||
let collection_ids = self.state.collection_mut();
|
||||
|
||||
// create point mesh at click position
|
||||
let point_id = commands
|
||||
|
@ -320,7 +342,7 @@ impl Polygon {
|
|||
(global_state.cursor_position - (global_state.window_extent * 0.5))
|
||||
.extend(0.0),
|
||||
),
|
||||
material: materials.add(ColorMaterial::from(Color::BLACK)),
|
||||
material: color_materials.add(ColorMaterial::from(Color::BLACK)),
|
||||
..default()
|
||||
})
|
||||
.id();
|
||||
|
@ -339,7 +361,7 @@ impl Polygon {
|
|||
(last_point - (global_state.window_extent * 0.5)).extend(0.0),
|
||||
)
|
||||
.with_rotation(Quat::from_rotation_z(a)),
|
||||
material: materials.add(ColorMaterial::from(Color::BLACK)),
|
||||
material: color_materials.add(ColorMaterial::from(Color::BLACK)),
|
||||
..default()
|
||||
})
|
||||
.id();
|
||||
|
@ -355,11 +377,8 @@ impl Polygon {
|
|||
|
||||
pub fn finished(&self) -> bool {
|
||||
match &self.state {
|
||||
PolygonView::TwoDimensional(t) => match t {
|
||||
PolygonState::Collection(_) => false,
|
||||
PolygonState::Finished(_) => true,
|
||||
},
|
||||
PolygonView::ThreeDimensional(_) => false,
|
||||
PolygonState::Collection(_) => false,
|
||||
PolygonState::Finished(_) => true,
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue