PixSpace/src/scene.rs

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Rust
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use bevy::{prelude::*, math::bool, render::primitives::Frustum};
use rand::prelude::*;
use bevy::render::primitives::Plane;
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// pub struct BuildScenePlugin;
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// impl Plugin for BuildScenePlugin {
// fn build(&self, app: &mut App) {
// app.add_startup_system(build_scene) // actual scene
// .add_system(print_positions); // debugging
// }
// }
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#[derive(Component)]
pub struct ProjectionScreen {
bottom_left: Vec3,
bottom_right: Vec3,
top_left: Vec3,
top_right: Vec3,
dir_right: Vec3,
dir_up: Vec3,
dir_normal: Vec3,
matrix: Mat4
}
fn generalized_projection_stereo(eyePos : Vec3)
{
}
fn generalized_projection (
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projectionScreen: ProjectionScreen,
eyePos: Vec3,
mut camera: Camera3dBundle,
clampNearPlane: bool,
)
{
let pa = projectionScreen.bottom_left;
let pb = projectionScreen.bottom_right;
let pc = projectionScreen.top_left;
let pd = projectionScreen.top_right;
let vu = projectionScreen.dir_up;
let vr = projectionScreen.dir_right;
let vn = projectionScreen.dir_normal;
// let m = projectionScreen.matrix;
//let m = Mat4::from_cols(vu., y_axis, z_axis, w_axis)
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let va = pa - eyePos;
let vb = pb - eyePos;
let vc = pc - eyePos;
let vd = pd - eyePos;
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let viewDir = eyePos + va + vb + vc + vd;
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let d = -va.dot(vn);
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if clampNearPlane {
_ = 33;
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// camera.frustum.planes[4]. // should be near
}
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}
pub fn build_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 4.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 1.0, -4.0),
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..default()
});
}