update to utilize a proper off-axis projection including a demo scene to prototype all systems

This commit is contained in:
Hartmut Seichter 2022-12-11 21:12:08 +01:00
parent 040bc8d88a
commit 9c778afa2b
7 changed files with 130 additions and 81 deletions

View file

@ -41,8 +41,8 @@ fn main() {
.add_startup_system(offaxis_camera_setup)
.add_plugin(CameraProjectionPlugin::<OffAxisProjection>::default())
.add_system(update_offaxis)
.add_system(simulate_viewer)
.add_system(apply_viewer_to_projections)
.run();
}

View file

@ -12,31 +12,21 @@ use crate::projection::*;
#[derive(Component, Debug, Clone, Reflect)]
#[reflect(Component, Default)]
pub struct OffAxisProjection {
near: f32,
pub far: f32,
aspect: f32,
pub projection_matrix: Mat4
}
impl CameraProjection for OffAxisProjection {
fn get_projection_matrix(&self) -> Mat4 {
make_projection_rh_custom(45.0_f32.to_radians(), self.aspect, self.near, self.far)
// Mat4::perspective_rh(45.0_f32.to_radians(),
// self.aspect,
// self.near,
// self.far)
self.projection_matrix
}
// what to do on window resize
fn update(&mut self, width: f32, height: f32) {
self.aspect = width / height;
// self.aspect = width / height;
}
fn far(&self) -> f32 {
println!("Z-Value");
self.far
}
}
@ -44,9 +34,8 @@ impl CameraProjection for OffAxisProjection {
impl Default for OffAxisProjection {
fn default() -> Self {
Self {
near: 0.1,
far: 1000.0,
aspect: 1.5,
projection_matrix: make_projection_rh_custom(45.0f32.to_radians(),1.3f32, 1.0, 1000.0)
}
}
}

View file

@ -1,5 +1,5 @@
use bevy::prelude::*;
use bevy::math::Mat4;
use bevy::math::{Mat4, Quat, Affine3A};
/// creates a conventional projection matrix from frustum planes
///
@ -86,15 +86,24 @@ pub fn create_offaxis_matrices(
// println!("Dist {}",dist);
let z_near = 0.001_f32.max(dist - 0.01);
// small offset for the near plane
let min_near_distance_offset = 0.01f32;
let left = vec_right_normalized.dot(frustum_left) * z_near / dist;
let right = vec_right_normalized.dot(frustum_right) * z_near / dist;
let bottom = vec_up_normalized.dot(frustum_left) * z_near / dist;
let top = vec_up_normalized.dot(frustum_up) * z_near / dist;
// set a minimal near distance
let min_near_distance = 0.00001f32;
// println!("l r b t {} {} {} {}",left,right,bottom,top);
// calculate a reasonable near distance
let z_near = min_near_distance.max(dist - min_near_distance_offset);
// distances
let left = vec_right_normalized.dot(frustum_left) * z_near / dist; // left screen edge
let right = vec_right_normalized.dot(frustum_right) * z_near / dist; // right screen edge
let bottom = vec_up_normalized.dot(frustum_left) * z_near / dist; // bottom screen edge
let top = vec_up_normalized.dot(frustum_up) * z_near / dist; // distance eye from screen
info!("l r b t {} {} {} {}",left,right,bottom,top);
// create a view frustum
let projection_matrix = make_projection_rh_from_frustum_reversed(left,right,bottom,top,z_near,z_far);
let view_matrix_rotation = Mat4::from_cols(
@ -104,6 +113,11 @@ pub fn create_offaxis_matrices(
Vec4::W
);
let rotation_quat = Quat::from_mat4(&view_matrix_rotation); /// Quat::from_mat4(view_matrix_rotation);
info!("Rotation Mat {:?}",view_matrix_rotation);
info!("Viewer Rotation {:?}",rotation_quat);
let view_matrix_eye = Mat4::from_cols(
Vec4::X,
Vec4::Y,
@ -111,8 +125,10 @@ pub fn create_offaxis_matrices(
(-pos_eye).extend(1.0)
);
// create resulting view matrix (this should be much simpler using glam API)
let view_matrix = view_matrix_rotation * view_matrix_eye;
// return tuple of view and projection
(view_matrix,projection_matrix)
}

View file

@ -77,7 +77,7 @@ pub fn build_scene(
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
mesh: meshes.add(Mesh::from(shape::Plane { size: 4.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
@ -95,7 +95,7 @@ pub fn build_scene(
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, -4.0),
transform: Transform::from_xyz(4.0, 1.0, -4.0),
..default()
});

View file

@ -10,13 +10,13 @@ enum EyePos {
#[derive(Default, Component)]
pub struct ScreenInfo {
pub name: String, // main (to identify the screen)
width: f32, // 3.08 (full width in m)
height: f32, // 2.33 (full height in m)
pub width: f32, // 3.08 (full width in m)
pub height: f32, // 2.33 (full height in m)
center: Vec3, // 0.0 -1.15 -3.08 (mid point of screen in global coordinated - tracking!)
normal: Vec3, // 0.0 0.0 1.0 (orientation of front side)
up: Vec3, // 0.0 1.0 0.0 (vertical axis)
horizontal: Vec3, // right vector computed as orthonormal
pub center: Vec3, // 0.0 -1.15 -3.08 (mid point of screen in global coordinated - tracking!)
// normal: Vec3, // 0.0 0.0 1.0 (orientation of front side)
// up: Vec3, // 0.0 1.0 0.0 (vertical axis)
// horizontal: Vec3, // right vector computed as orthonormal
}
@ -28,15 +28,25 @@ impl ScreenInfo {
height: 2.33,
center: Vec3 {
x: 0.0,
y: -1.15,
z: -3.08,
y: 0.0,
z: 0.0,
},
normal: Vec3::Z,
up: Vec3::Y,
horizontal: Vec3::ZERO,
// normal: Vec3::Z,
// up: Vec3::Y,
// horizontal: Vec3::ZERO,
}
}
pub fn corner_points(&self) -> (Vec3,Vec3,Vec3,Vec3) {
let lower_left = Vec3::new(self.center.x - self.width * 0.5,self.center.y - self.height * 0.5,0.0);
let lower_right = Vec3::new(self.center.x + self.width * 0.5,self.center.y - self.height * 0.5,0.0);
let upper_left = Vec3::new(self.center.x - self.width * 0.5,self.center.y + self.height * 0.5,0.0);
let upper_right = Vec3::new(self.center.x + self.width * 0.5,self.center.y + self.height * 0.5,0.0);
(lower_left,lower_right,upper_left,upper_right)
}
pub fn build_debug_geometry(
&self,
mut commands: Commands,
@ -70,18 +80,8 @@ impl ScreenInfo {
// self
// }
fn intersection(&self, p1: Vec3, p2: Vec3) -> (bool, Vec3) {
let u = self.normal.dot(self.center - p1) / self.normal.dot(p2 - p1);
let intersection_point = p1 + ((p2 - p1) * u);
// returns a tuple if the intersection point is in front and the actual point
(u >= 0.0 && u <= 1.0, intersection_point)
}
fn normal_intersection(&self, p1: Vec3) -> (bool, Vec3) {
let p2 = p1 - self.normal * 10.0;
self.intersection(p1, p2)
}
}

View file

@ -19,27 +19,51 @@ pub fn cycle_msaa(input: Res<Input<KeyCode>>, mut msaa: ResMut<Msaa>) {
}
}
pub fn update_offaxis(mut query : Query<(
&mut OffAxisProjection,
&mut Transform,
&ScreenInfo,
&Viewer
)>
) {
for (mut projection,mut transform,screen_info,viewer) in query.iter_mut() {
// pub fn update_offaxis(mut query : Query<(
// &mut OffAxisProjection,
// &mut Transform,
// &ScreenInfo,
// &Viewer
// )>
// ) {
// for (mut projection,mut transform,screen_info,viewer) in query.iter_mut() {
// we fake access to far for updating the matrix
(*projection).far *= 1.0;
// // we fake access to far for updating the matrix
// (*projection).far *= 1.0;
println!("Projection {:?}",*projection);
// info!("Projection {:?}",*projection);
println!("Screen Info {:?}",screen_info.name);
// info!("Screen Info {:?}",screen_info.name);
println!("Viewer {:?}",viewer.position);
// info!("Viewer {:?}",viewer.position);
*transform = Transform::from_translation(viewer.position).with_rotation(transform.rotation);
// *transform = Transform::from_translation(viewer.position).with_rotation(transform.rotation);
// }
// }
fn intersection_point(
center_point: Vec3,
normal: Vec3,
p1: Vec3,
p2: Vec3) -> (bool, Vec3) {
let u = normal.dot(center_point - p1) / normal.dot(p2 - p1);
let intersection_point = p1.lerp(p2,u); //p1 + ((p2 - p1) * u);
// returns a tuple if the intersection point is in front and the actual point
(u >= 0.0 && u <= 1.0, intersection_point)
}
fn normal_intersection_point(
center_point: Vec3,
normal : Vec3,
p1: Vec3) -> (bool, Vec3)
{
let p2 = p1 - normal * 10.0;
intersection_point(center_point, normal, p1, p2)
}

View file

@ -1,7 +1,6 @@
use bevy::{prelude::*, render::camera::CameraProjectionPlugin, window::PresentMode};
use bevy::{prelude::*, transform, math::Vec4Swizzles};
use crate::screeninfo::ScreenInfo;
// use offaxis::{offaxis_camera_setup, OffAxisProjection};
use crate::{screeninfo::ScreenInfo, offaxis::OffAxisProjection, projection::create_offaxis_matrices};
#[derive(Component, Default)]
pub struct Viewer {
@ -29,27 +28,48 @@ impl Viewer {
}
}
pub fn simulate_viewer(mut query: Query<&mut Viewer>) {
for mut v in query.iter_mut() {
//v.position += Vec3::Y * 0.005;
v.alpha += 0.01;
let radius = 1.5;
let z_distance = 8.0_f32;
pub fn apply_viewer_to_projections(mut query: Query<(&Viewer,&ScreenInfo,&mut OffAxisProjection,&mut Transform)>)
{
query.for_each_mut(|(viewer,screen_info,mut offaxis, mut transform)| {
let eye = viewer.position;
let (lower_left,lower_right,upper_left,_) = screen_info.corner_points();
// let lower_left = Vec3::new(screen_info.center.x - screen_info.width / 2.0,screen_info.center.y - screen_info.height / 2.0,screen_info.center.z);
// let upper_left = Vec3::new(screen_info.center.x - screen_info.width / 2.0,screen_info.center.y + screen_info.height / 2.0,screen_info.center.z);
// let lower_right = Vec3::new(screen_info.center.x + screen_info.width / 2.0,screen_info.center.y - screen_info.height / 2.0,screen_info.center.z);
let (view, projection) = create_offaxis_matrices(lower_left, lower_right, upper_left, eye, 1000.0f32);
offaxis.projection_matrix = projection;
*transform = Transform::from_matrix(view.inverse());
});
}
pub fn simulate_viewer(mut query: Query<&mut Viewer>,time: Res<Time>) {
for mut v in query.iter_mut() {
//v.position += Vec3::Y * 0.005;
v.alpha += 1.5 * time.delta_seconds();
let radius = 1.0;
let z_distance = 2.0_f32;
v.position = Vec3::new(
v.alpha.sin() * radius,
v.alpha.cos() * radius + 1.0_f32,
v.alpha.cos() * radius,
z_distance,
);
let vm = Mat4::look_at_rh(v.position, Vec3::ZERO, Vec3::Y);
println!("{:?}", vm);
// view matrices should be orientation only
let dir = Quat::from_mat4(&vm);
v.orientation = dir;
info!("Viewer {:?}",v.position);
}
}