update to utilize a proper off-axis projection including a demo scene to prototype all systems
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7 changed files with 130 additions and 81 deletions
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@ -41,8 +41,8 @@ fn main() {
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.add_startup_system(offaxis_camera_setup)
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.add_plugin(CameraProjectionPlugin::<OffAxisProjection>::default())
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.add_system(update_offaxis)
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.add_system(simulate_viewer)
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.add_system(apply_viewer_to_projections)
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.run();
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}
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@ -12,31 +12,21 @@ use crate::projection::*;
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#[derive(Component, Debug, Clone, Reflect)]
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#[reflect(Component, Default)]
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pub struct OffAxisProjection {
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near: f32,
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pub far: f32,
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aspect: f32,
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pub projection_matrix: Mat4
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}
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impl CameraProjection for OffAxisProjection {
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fn get_projection_matrix(&self) -> Mat4 {
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make_projection_rh_custom(45.0_f32.to_radians(), self.aspect, self.near, self.far)
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// Mat4::perspective_rh(45.0_f32.to_radians(),
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// self.aspect,
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// self.near,
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// self.far)
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self.projection_matrix
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}
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// what to do on window resize
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fn update(&mut self, width: f32, height: f32) {
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self.aspect = width / height;
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// self.aspect = width / height;
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}
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fn far(&self) -> f32 {
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println!("Z-Value");
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self.far
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}
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}
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@ -44,9 +34,8 @@ impl CameraProjection for OffAxisProjection {
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impl Default for OffAxisProjection {
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fn default() -> Self {
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Self {
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near: 0.1,
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far: 1000.0,
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aspect: 1.5,
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projection_matrix: make_projection_rh_custom(45.0f32.to_radians(),1.3f32, 1.0, 1000.0)
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}
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}
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}
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@ -1,5 +1,5 @@
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use bevy::prelude::*;
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use bevy::math::Mat4;
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use bevy::math::{Mat4, Quat, Affine3A};
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/// creates a conventional projection matrix from frustum planes
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///
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@ -86,15 +86,24 @@ pub fn create_offaxis_matrices(
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// println!("Dist {}",dist);
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let z_near = 0.001_f32.max(dist - 0.01);
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// small offset for the near plane
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let min_near_distance_offset = 0.01f32;
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let left = vec_right_normalized.dot(frustum_left) * z_near / dist;
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let right = vec_right_normalized.dot(frustum_right) * z_near / dist;
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let bottom = vec_up_normalized.dot(frustum_left) * z_near / dist;
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let top = vec_up_normalized.dot(frustum_up) * z_near / dist;
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// set a minimal near distance
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let min_near_distance = 0.00001f32;
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// println!("l r b t {} {} {} {}",left,right,bottom,top);
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// calculate a reasonable near distance
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let z_near = min_near_distance.max(dist - min_near_distance_offset);
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// distances
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let left = vec_right_normalized.dot(frustum_left) * z_near / dist; // left screen edge
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let right = vec_right_normalized.dot(frustum_right) * z_near / dist; // right screen edge
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let bottom = vec_up_normalized.dot(frustum_left) * z_near / dist; // bottom screen edge
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let top = vec_up_normalized.dot(frustum_up) * z_near / dist; // distance eye from screen
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info!("l r b t {} {} {} {}",left,right,bottom,top);
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// create a view frustum
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let projection_matrix = make_projection_rh_from_frustum_reversed(left,right,bottom,top,z_near,z_far);
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let view_matrix_rotation = Mat4::from_cols(
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@ -104,6 +113,11 @@ pub fn create_offaxis_matrices(
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Vec4::W
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);
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let rotation_quat = Quat::from_mat4(&view_matrix_rotation); /// Quat::from_mat4(view_matrix_rotation);
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info!("Rotation Mat {:?}",view_matrix_rotation);
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info!("Viewer Rotation {:?}",rotation_quat);
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let view_matrix_eye = Mat4::from_cols(
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Vec4::X,
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Vec4::Y,
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@ -111,8 +125,10 @@ pub fn create_offaxis_matrices(
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(-pos_eye).extend(1.0)
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);
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// create resulting view matrix (this should be much simpler using glam API)
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let view_matrix = view_matrix_rotation * view_matrix_eye;
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// return tuple of view and projection
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(view_matrix,projection_matrix)
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}
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@ -77,7 +77,7 @@ pub fn build_scene(
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) {
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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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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()),
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..default()
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});
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@ -95,7 +95,7 @@ pub fn build_scene(
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, -4.0),
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transform: Transform::from_xyz(4.0, 1.0, -4.0),
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..default()
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});
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@ -10,13 +10,13 @@ enum EyePos {
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#[derive(Default, Component)]
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pub struct ScreenInfo {
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pub name: String, // main (to identify the screen)
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width: f32, // 3.08 (full width in m)
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height: f32, // 2.33 (full height in m)
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pub width: f32, // 3.08 (full width in m)
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pub height: f32, // 2.33 (full height in m)
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center: Vec3, // 0.0 -1.15 -3.08 (mid point of screen in global coordinated - tracking!)
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normal: Vec3, // 0.0 0.0 1.0 (orientation of front side)
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up: Vec3, // 0.0 1.0 0.0 (vertical axis)
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horizontal: Vec3, // right vector computed as orthonormal
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pub center: Vec3, // 0.0 -1.15 -3.08 (mid point of screen in global coordinated - tracking!)
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// normal: Vec3, // 0.0 0.0 1.0 (orientation of front side)
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// up: Vec3, // 0.0 1.0 0.0 (vertical axis)
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// horizontal: Vec3, // right vector computed as orthonormal
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}
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@ -28,15 +28,25 @@ impl ScreenInfo {
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height: 2.33,
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center: Vec3 {
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x: 0.0,
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y: -1.15,
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z: -3.08,
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y: 0.0,
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z: 0.0,
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},
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normal: Vec3::Z,
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up: Vec3::Y,
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horizontal: Vec3::ZERO,
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// normal: Vec3::Z,
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// up: Vec3::Y,
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// horizontal: Vec3::ZERO,
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}
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}
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pub fn corner_points(&self) -> (Vec3,Vec3,Vec3,Vec3) {
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let lower_left = Vec3::new(self.center.x - self.width * 0.5,self.center.y - self.height * 0.5,0.0);
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let lower_right = Vec3::new(self.center.x + self.width * 0.5,self.center.y - self.height * 0.5,0.0);
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let upper_left = Vec3::new(self.center.x - self.width * 0.5,self.center.y + self.height * 0.5,0.0);
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let upper_right = Vec3::new(self.center.x + self.width * 0.5,self.center.y + self.height * 0.5,0.0);
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(lower_left,lower_right,upper_left,upper_right)
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}
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pub fn build_debug_geometry(
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&self,
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mut commands: Commands,
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@ -70,18 +80,8 @@ impl ScreenInfo {
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// self
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// }
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fn intersection(&self, p1: Vec3, p2: Vec3) -> (bool, Vec3) {
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let u = self.normal.dot(self.center - p1) / self.normal.dot(p2 - p1);
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let intersection_point = p1 + ((p2 - p1) * u);
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// returns a tuple if the intersection point is in front and the actual point
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(u >= 0.0 && u <= 1.0, intersection_point)
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}
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fn normal_intersection(&self, p1: Vec3) -> (bool, Vec3) {
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let p2 = p1 - self.normal * 10.0;
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self.intersection(p1, p2)
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}
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}
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54
src/utils.rs
54
src/utils.rs
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@ -19,27 +19,51 @@ pub fn cycle_msaa(input: Res<Input<KeyCode>>, mut msaa: ResMut<Msaa>) {
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}
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}
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pub fn update_offaxis(mut query : Query<(
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&mut OffAxisProjection,
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&mut Transform,
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&ScreenInfo,
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&Viewer
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)>
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) {
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for (mut projection,mut transform,screen_info,viewer) in query.iter_mut() {
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// pub fn update_offaxis(mut query : Query<(
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// &mut OffAxisProjection,
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// &mut Transform,
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// &ScreenInfo,
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// &Viewer
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// )>
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// ) {
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// for (mut projection,mut transform,screen_info,viewer) in query.iter_mut() {
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// we fake access to far for updating the matrix
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(*projection).far *= 1.0;
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// // we fake access to far for updating the matrix
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// (*projection).far *= 1.0;
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println!("Projection {:?}",*projection);
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// info!("Projection {:?}",*projection);
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println!("Screen Info {:?}",screen_info.name);
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// info!("Screen Info {:?}",screen_info.name);
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println!("Viewer {:?}",viewer.position);
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// info!("Viewer {:?}",viewer.position);
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*transform = Transform::from_translation(viewer.position).with_rotation(transform.rotation);
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// *transform = Transform::from_translation(viewer.position).with_rotation(transform.rotation);
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}
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// }
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// }
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fn intersection_point(
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center_point: Vec3,
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normal: Vec3,
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p1: Vec3,
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p2: Vec3) -> (bool, Vec3) {
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let u = normal.dot(center_point - p1) / normal.dot(p2 - p1);
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let intersection_point = p1.lerp(p2,u); //p1 + ((p2 - p1) * u);
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// returns a tuple if the intersection point is in front and the actual point
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(u >= 0.0 && u <= 1.0, intersection_point)
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}
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fn normal_intersection_point(
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center_point: Vec3,
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normal : Vec3,
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p1: Vec3) -> (bool, Vec3)
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{
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let p2 = p1 - normal * 10.0;
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intersection_point(center_point, normal, p1, p2)
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}
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@ -1,7 +1,6 @@
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use bevy::{prelude::*, render::camera::CameraProjectionPlugin, window::PresentMode};
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use bevy::{prelude::*, transform, math::Vec4Swizzles};
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use crate::screeninfo::ScreenInfo;
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// use offaxis::{offaxis_camera_setup, OffAxisProjection};
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use crate::{screeninfo::ScreenInfo, offaxis::OffAxisProjection, projection::create_offaxis_matrices};
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#[derive(Component, Default)]
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pub struct Viewer {
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@ -29,27 +28,48 @@ impl Viewer {
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}
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}
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pub fn simulate_viewer(mut query: Query<&mut Viewer>) {
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for mut v in query.iter_mut() {
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//v.position += Vec3::Y * 0.005;
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v.alpha += 0.01;
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let radius = 1.5;
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let z_distance = 8.0_f32;
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pub fn apply_viewer_to_projections(mut query: Query<(&Viewer,&ScreenInfo,&mut OffAxisProjection,&mut Transform)>)
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{
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query.for_each_mut(|(viewer,screen_info,mut offaxis, mut transform)| {
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let eye = viewer.position;
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let (lower_left,lower_right,upper_left,_) = screen_info.corner_points();
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// 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);
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// 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);
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// 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);
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let (view, projection) = create_offaxis_matrices(lower_left, lower_right, upper_left, eye, 1000.0f32);
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offaxis.projection_matrix = projection;
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*transform = Transform::from_matrix(view.inverse());
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});
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}
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pub fn simulate_viewer(mut query: Query<&mut Viewer>,time: Res<Time>) {
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for mut v in query.iter_mut() {
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//v.position += Vec3::Y * 0.005;
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v.alpha += 1.5 * time.delta_seconds();
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let radius = 1.0;
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let z_distance = 2.0_f32;
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v.position = Vec3::new(
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v.alpha.sin() * radius,
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v.alpha.cos() * radius + 1.0_f32,
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v.alpha.cos() * radius,
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z_distance,
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);
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let vm = Mat4::look_at_rh(v.position, Vec3::ZERO, Vec3::Y);
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println!("{:?}", vm);
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// view matrices should be orientation only
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let dir = Quat::from_mat4(&vm);
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v.orientation = dir;
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info!("Viewer {:?}",v.position);
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}
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}
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