Implement view swap

This commit is contained in:
hodasemi 2023-05-14 15:15:51 +02:00
parent d1a3b9d734
commit 5b11cd45eb
4 changed files with 283 additions and 20 deletions

7
.vscode/settings.json vendored Normal file
View file

@ -0,0 +1,7 @@
{
"workbench.colorCustomizations": {
"activityBar.background": "#3D2A09",
"titleBar.activeBackground": "#553B0C",
"titleBar.activeForeground": "#FDFAF4"
}
}

View file

@ -1,11 +1,67 @@
use bevy::prelude::*;
#[derive(Resource, Debug, PartialEq, Clone, Copy)]
#[derive(Debug, PartialEq, Clone)]
pub enum Camera {
TwoD(Entity),
ThreeD(Entity),
}
impl Camera {
fn create_2d(cmd: &mut Commands) -> Self {
Self::TwoD(cmd.spawn(Camera2dBundle::default()).id())
}
fn create_3d(cmd: &mut Commands, window_extent: Vec2) -> Self {
Self::TwoD(
cmd.spawn(Camera3dBundle {
transform: Transform::from_xyz(200.0, -600.0, 600.0)
.looking_at(window_extent.extend(0.0), Vec3::Z),
..default()
})
.id(),
)
}
}
#[derive(Resource, Debug, PartialEq, Clone)]
pub struct GlobalState {
pub cursor_position: Vec2,
pub window_extent: Vec2,
pub polygon_started: bool,
pub view_2d: bool,
pub extrusion_height: f32,
pub camera: Option<Camera>,
}
impl GlobalState {
pub fn setup_2d_cam(&mut self, cmd: &mut Commands) {
match &mut self.camera {
Some(camera) => match camera {
Camera::TwoD(_) => (),
Camera::ThreeD(cam) => {
cmd.entity(*cam).despawn();
*camera = Camera::create_2d(cmd);
}
},
None => self.camera = Some(Camera::create_2d(cmd)),
}
}
pub fn setup_3d_cam(&mut self, cmd: &mut Commands) {
match &mut self.camera {
Some(camera) => match camera {
Camera::TwoD(cam) => {
cmd.entity(*cam).despawn();
*camera = Camera::create_3d(cmd, self.window_extent);
}
Camera::ThreeD(_) => (),
},
None => self.camera = Some(Camera::create_3d(cmd, self.window_extent)),
}
}
}
impl Default for GlobalState {
@ -15,6 +71,9 @@ impl Default for GlobalState {
window_extent: Vec2::default(),
polygon_started: false,
view_2d: true,
extrusion_height: 20.0,
camera: None,
}
}
}

View file

@ -26,8 +26,8 @@ fn main() {
}
// Spawns the camera
fn setup_camera(mut cmd: Commands) {
cmd.spawn(Camera2dBundle::default());
fn setup_camera(mut cmd: Commands, mut global_state: ResMut<GlobalState>) {
global_state.setup_2d_cam(&mut cmd);
}
// Create UI
@ -35,6 +35,10 @@ fn update_ui_side_panel(
mut contexts: EguiContexts,
mut global_state: ResMut<GlobalState>,
mut object_infos: ResMut<ObjectInfos>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut standard_materials: ResMut<Assets<StandardMaterial>>,
mut color_materials: ResMut<Assets<ColorMaterial>>,
) {
egui::SidePanel::right("2D View")
.default_width(400.0)
@ -43,17 +47,31 @@ fn update_ui_side_panel(
if ui.button("Change to 3D View").clicked() {
global_state.view_2d = false;
object_infos
.iter_mut()
.for_each(|polygon| polygon.swap_to_3d());
object_infos.iter_mut().for_each(|polygon| {
polygon.swap_to_3d(
&global_state,
&mut commands,
&mut meshes,
&mut standard_materials,
)
});
global_state.setup_3d_cam(&mut commands);
}
} else {
if ui.button("Change to 2D View").clicked() {
global_state.view_2d = true;
object_infos
.iter_mut()
.for_each(|polygon| polygon.swap_to_2d());
object_infos.iter_mut().for_each(|polygon| {
polygon.swap_to_2d(
&global_state,
&mut commands,
&mut meshes,
&mut color_materials,
)
});
global_state.setup_2d_cam(&mut commands);
}
}
@ -87,7 +105,7 @@ fn mouse_event_system(
MouseButton::Left => match event.state {
ButtonState::Pressed => {
// only add new points if "New Polygon" button got pressed
if global_state.polygon_started {
if global_state.polygon_started && global_state.view_2d {
let polygon = match object_infos.active_polygon() {
Some(polygon) => polygon,
None => object_infos.add_polygon(),

View file

@ -38,7 +38,7 @@ impl Default for PolygonState {
#[derive(Debug, PartialEq)]
enum PolygonView {
TwoDimensional(PolygonState),
ThreeDimensional(Entity),
ThreeDimensional(Option<Entity>),
}
impl PolygonView {
@ -52,6 +52,20 @@ impl PolygonView {
fn is_3d(&self) -> bool {
!self.is_2d()
}
fn two_dimensional_mut(&mut self) -> &mut PolygonState {
match self {
PolygonView::TwoDimensional(t) => t,
PolygonView::ThreeDimensional(_) => panic!("called 2d on 3d!"),
}
}
fn three_dimensional_mut(&mut self) -> &mut Option<Entity> {
match self {
PolygonView::TwoDimensional(_) => panic!("called 3d on 2d!"),
PolygonView::ThreeDimensional(t) => t,
}
}
}
impl Default for PolygonView {
@ -69,16 +83,177 @@ pub struct Polygon {
impl Polygon {
const PROXIMITY_THRESHOLD: f32 = 10.0;
pub fn swap_to_3d(&mut self) {
pub fn swap_to_3d(
&mut self,
global_state: &GlobalState,
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
) {
debug_assert!(self.state.is_2d());
todo!()
// 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();
}
for line in collection_ids.lines.iter() {
commands.entity(*line).despawn();
}
false
}
PolygonState::Finished(mesh) => {
commands.entity(*mesh).despawn();
true
}
};
self.state = PolygonView::ThreeDimensional(if finished {
let vertices: Vec<Vec3> = self
.points
.iter()
.map(|p| vec![p.extend(0.0), p.extend(global_state.extrusion_height)])
.flatten()
.collect();
let indices = Indices::U32({
let mut v = Vec::new();
for i in 0..self.points.len() {
let index = (i as u32) * 2;
// create quads from 4 adjacent points
v.push(index);
v.push((index + 2) % vertices.len() as u32);
v.push(index + 1);
v.push(index + 1);
v.push((index + 2) % vertices.len() as u32);
v.push((index + 3) % vertices.len() as u32);
}
// TODO: proper ear cutting algo
for i in 2..self.points.len() as u32 {
let index = (i as u32) * 2 + 1;
v.push(1);
v.push(index - 2);
v.push(index);
}
v
});
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.set_indices(Some(indices));
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()
})
.id();
Some(mesh_id)
} else {
None
});
}
pub fn swap_to_2d(&mut self) {
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());
todo!()
// 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] {
@ -101,7 +276,7 @@ impl 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();
let collection_ids = self.state.two_dimensional_mut().collection_mut();
for point_id in collection_ids.points.iter() {
commands.entity(*point_id).despawn();
@ -126,14 +301,14 @@ impl Polygon {
.id();
// store triangle entity id in state
self.state = PolygonState::Finished(triangle_id);
*self.state.two_dimensional_mut() = PolygonState::Finished(triangle_id);
return true;
}
// deny too close points
if !self.check_all_for_proximity(point) {
let collection_ids = self.state.collection_mut();
let collection_ids = self.state.two_dimensional_mut().collection_mut();
// create point mesh at click position
let point_id = commands
@ -180,8 +355,11 @@ impl Polygon {
pub fn finished(&self) -> bool {
match &self.state {
PolygonState::Collection(_) => false,
PolygonState::Finished(_) => true,
PolygonView::TwoDimensional(t) => match t {
PolygonState::Collection(_) => false,
PolygonState::Finished(_) => true,
},
PolygonView::ThreeDimensional(_) => false,
}
}
@ -200,6 +378,7 @@ impl Polygon {
fn create_triangulated_mesh(&self) -> Mesh {
let vertices: Vec<_> = self.points.iter().map(|p| p.extend(0.0)).collect();
// TODO: proper ear cutting algo
let indices = Indices::U32({
let mut v = Vec::new();