diff --git a/src/main.rs b/src/main.rs index 9d1f8ce..b3401a9 100644 --- a/src/main.rs +++ b/src/main.rs @@ -55,8 +55,8 @@ fn main() { .add_startup_system(setup_threaded_tracker) .add_plugin(CameraProjectionPlugin::::default()) - // .add_system(simulate_viewer) - .add_system(simulate_viewer_with_keyboard) + .add_system(simulate_viewer_with_circle) + // .add_system(simulate_viewer_with_keyboard) .add_system(apply_viewer_to_projections) .add_system(toggle_fullscreeen) .run(); diff --git a/src/offaxis.rs b/src/offaxis.rs index e367365..cb0e4a0 100644 --- a/src/offaxis.rs +++ b/src/offaxis.rs @@ -1,6 +1,7 @@ use bevy::prelude::*; use bevy::render::camera::{Camera, CameraProjection}; +use bevy::render::view::visibility::*; use bevy::render::primitives::Frustum; use bevy::render::view::VisibleEntities; use bevy::math::Mat4; @@ -64,6 +65,7 @@ pub fn offaxis_camera_setup(mut commands: Commands) { bevy::render::camera::CameraRenderGraph::new(bevy::core_pipeline::core_3d::graph::NAME), projection, frustum, + NoFrustumCulling, transform, GlobalTransform::default(), VisibleEntities::default(), diff --git a/src/projection.rs b/src/projection.rs index 7cdd334..b35b2e9 100644 --- a/src/projection.rs +++ b/src/projection.rs @@ -1,27 +1,48 @@ +use bevy::math::{Affine3A, Mat4, Quat}; use bevy::prelude::*; -use bevy::math::{Mat4, Quat, Affine3A}; /// creates a conventional projection matrix from frustum planes -/// +/// /// returns a potentially off-axis projection matrix -pub fn make_projection_rh_from_frustum(left: f32, right: f32, bottom: f32, top: f32, near:f32, far:f32) -> Mat4 -{ +pub fn make_projection_rh_from_frustum( + left: f32, + right: f32, + bottom: f32, + top: f32, + near: f32, + far: f32, +) -> Mat4 { // based on OpenSceneGraph / glFrustum implementation let a = (right + left) / (right - left); let b: f32 = (top + bottom) / (top - bottom); - let c= if far.abs() > f32::MAX { -1.0 } else { -(far + near) / (far - near)}; - let d = if far.abs() > f32::MAX { -2.0 * near } else { -2.0 * far * near / (far - near) }; + let c = if far.abs() > f32::MAX { + -1.0 + } else { + -(far + near) / (far - near) + }; + let d = if far.abs() > f32::MAX { + -2.0 * near + } else { + -2.0 * far * near / (far - near) + }; - Mat4::from_cols( - Vec4::new(2.0 * near / (right-left),0.0,0.0,0.0), - Vec4::new(0.0, 2.0 *near / (top-bottom), 0.0,0.0), + Mat4::from_cols( + Vec4::new(2.0 * near / (right - left), 0.0, 0.0, 0.0), + Vec4::new(0.0, 2.0 * near / (top - bottom), 0.0, 0.0), Vec4::new(a, b, c, -1.0), - Vec4::new(0.0, 0.0, d, 0.0)) + Vec4::new(0.0, 0.0, d, 0.0), + ) } /// creates a projection from a frustum planes with a reversed depth mapped to [0..1] -pub fn make_projection_rh_from_frustum_reversed(left: f32, right: f32, bottom: f32, top: f32, z_near:f32, z_far:f32) -> Mat4 -{ +pub fn make_projection_rh_from_frustum_reversed( + left: f32, + right: f32, + bottom: f32, + top: f32, + z_near: f32, + z_far: f32, +) -> Mat4 { assert!(z_near > 0.0 && z_far > 0.0); // @@ -29,21 +50,19 @@ pub fn make_projection_rh_from_frustum_reversed(left: f32, right: f32, bottom: f // let a = (right + left) / (right - left); let b = (top + bottom) / (top - bottom); - - let c = z_near / (z_far - z_near); - let d = z_far * z_near / (z_far - z_near); + let c = z_near / (z_far - z_near); + let d = z_far * z_near / (z_far - z_near); - Mat4::from_cols( - Vec4::new(2.0 * z_near / (right-left), 0.0,0.0,0.0), - Vec4::new(0.0, 2.0 * z_near / (top-bottom), 0.0,0.0), + Mat4::from_cols( + Vec4::new(2.0 * z_near / (right - left), 0.0, 0.0, 0.0), + Vec4::new(0.0, 2.0 * z_near / (top - bottom), 0.0, 0.0), Vec4::new(a, b, c, -1.0), - Vec4::new(0.0, 0.0, d, 0.0)) + Vec4::new(0.0, 0.0, d, 0.0), + ) } - -pub fn make_projection_rh_custom(fov_y: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> Mat4 -{ +pub fn make_projection_rh_custom(fov_y: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> Mat4 { let tan_fovy = (fov_y * 0.5).tan(); // use half angle beta let right = tan_fovy * aspect_ratio * z_near; let left = -right; @@ -55,23 +74,20 @@ pub fn make_projection_rh_custom(fov_y: f32, aspect_ratio: f32, z_near: f32, z_f make_projection_rh_from_frustum_reversed(left, right, bottom, top, z_near, z_far) } - pub fn create_offaxis_matrices( screen_lower_left: Vec3, screen_lower_right: Vec3, screen_upper_left: Vec3, pos_eye: Vec3, - z_far: f32 - ) -> (Mat4,Mat4) -{ - - // + z_far: f32, +) -> (Mat4, Mat4) { + // let vec_right = screen_lower_right - screen_lower_left; // vr - let vec_up = screen_upper_left - screen_lower_left; // vu - - let frustum_left = screen_lower_left - pos_eye; // va - let frustum_right = screen_lower_right - pos_eye; // vb - let frustum_up = screen_upper_left - pos_eye; // vc + let vec_up = screen_upper_left - screen_lower_left; // vu + + let frustum_left = screen_lower_left - pos_eye; // va + let frustum_right = screen_lower_right - pos_eye; // vb + let frustum_up = screen_upper_left - pos_eye; // vc let vec_right_normalized = vec_right.normalize(); let vec_up_normalized = vec_up.normalize(); @@ -86,7 +102,7 @@ pub fn create_offaxis_matrices( // println!("Dist {}",dist); - // small offset for the near plane + // small offset for the near plane let min_near_distance_offset = 0.01f32; // set a minimal near distance @@ -95,22 +111,38 @@ pub fn create_offaxis_matrices( // 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 + // 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 projection_matrix = + make_projection_rh_from_frustum_reversed(left, right, bottom, top, z_near, z_far); let view_matrix_rotation = Mat4::from_cols( - Vec4::new(vec_right_normalized.x, vec_up_normalized.x, vec_normal.x ,0.0), - Vec4::new(vec_right_normalized.y, vec_up_normalized.y, vec_normal.y ,0.0), - Vec4::new(vec_right_normalized.z, vec_up_normalized.z, vec_normal.z ,0.0), - Vec4::W + Vec4::new( + vec_right_normalized.x, + vec_up_normalized.x, + vec_normal.x, + 0.0, + ), + Vec4::new( + vec_right_normalized.y, + vec_up_normalized.y, + vec_normal.y, + 0.0, + ), + Vec4::new( + vec_right_normalized.z, + vec_up_normalized.z, + vec_normal.z, + 0.0, + ), + Vec4::W, ); let rotation_quat = Quat::from_mat4(&view_matrix_rotation); // Quat::from_mat4(view_matrix_rotation); @@ -118,34 +150,25 @@ pub fn create_offaxis_matrices( // info!("Rotation Mat {:?}",view_matrix_rotation); // info!("Viewer Rotation {:?}",rotation_quat); - let view_matrix_eye = Mat4::from_cols( - Vec4::X, - Vec4::Y, - Vec4::Z, - (-pos_eye).extend(1.0) - ); + let view_matrix_eye = Mat4::from_cols(Vec4::X, Vec4::Y, Vec4::Z, (-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_matrix, projection_matrix) } - - #[cfg(test)] mod tests { use bevy::prelude::*; - use crate::{screeninfo, projection::create_offaxis_matrices}; + use crate::{projection::create_offaxis_matrices, screeninfo}; use super::make_projection_rh_from_frustum; - #[test] fn compare_projections() { - // build an on-axis frustum let fovy = 33.0_f32; let aspect_ratio = 1.6666_f32; @@ -160,43 +183,40 @@ mod tests { let mat_frust = make_projection_rh_from_frustum(left, right, bottom, top, z_near, z_far); - println!("mat 1 {:?}",mat_frust); + println!("mat 1 {:?}", mat_frust); - let mat_pers = Mat4::perspective_rh_gl(fovy.to_radians(),aspect_ratio,z_near,z_far); + let mat_pers = Mat4::perspective_rh_gl(fovy.to_radians(), aspect_ratio, z_near, z_far); - println!("mat 2 {:?}",mat_pers); + println!("mat 2 {:?}", mat_pers); assert!(mat_frust.abs_diff_eq(mat_pers, f32::EPSILON)); - } - #[test] fn create_view_matrices() { - - // Assumptions: Screensize 6.0m x 1.8m + // Assumptions: Screensize 6.0m x 1.8m // Viewer is 5m away from center - - let screen_lower_left = Vec3::new(-3.0,-0.9,0.0); - let screen_lower_right = Vec3::new(3.0,-0.9,0.0); - let screen_upper_left = Vec3::new(-3.0,0.9,0.0); - + let screen_lower_left = Vec3::new(-3.0, -0.9, 0.0); + let screen_lower_right = Vec3::new(3.0, -0.9, 0.0); + let screen_upper_left = Vec3::new(-3.0, 0.9, 0.0); let eye_pos = Vec3::Z * 5.0; let z_far = 100.0_f32; - - let (view,projection) = create_offaxis_matrices(screen_lower_left, screen_lower_right, screen_upper_left, eye_pos, z_far); + let (view, projection) = create_offaxis_matrices( + screen_lower_left, + screen_lower_right, + screen_upper_left, + eye_pos, + z_far, + ); - - println!("View {:?}",view); - println!("Projection {:?}",projection); + println!("View {:?}", view); + println!("Projection {:?}", projection); // assert!(!view.is_nan()); // assert!(!projection.is_nan()); - } - -} +} diff --git a/src/scene.rs b/src/scene.rs index 72abe6c..54c16e1 100644 --- a/src/scene.rs +++ b/src/scene.rs @@ -9,13 +9,14 @@ pub fn build_scene( commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Plane { size: 4.0 })), material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), + transform: Transform::from_xyz(0.0, -0.5, 0.0), ..default() }); // cube commands.spawn(PbrBundle { - mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), + mesh: meshes.add(Mesh::from(shape::Cube { size: 1.5 })), material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), - transform: Transform::from_xyz(0.0, 0.5, 0.0), + transform: Transform::from_xyz(0.0, 0.5, -3.0), ..default() }); // light diff --git a/src/tracker.rs b/src/tracker.rs index 969a996..d77513d 100644 --- a/src/tracker.rs +++ b/src/tracker.rs @@ -60,7 +60,6 @@ impl Tracker { //let _ = dispatcher.add_typed_handler(Box::new(TrackerHandler {}), None).unwrap(); let _ = dispatcher.add_typed_handler(Box::new( Tracker {} ), None).unwrap(); - // setup a channel // let (tx, rx) = mpsc::channel(); diff --git a/src/viewer.rs b/src/viewer.rs index a8aa766..7aeb849 100644 --- a/src/viewer.rs +++ b/src/viewer.rs @@ -56,20 +56,21 @@ pub fn apply_viewer_to_projections( }); } -pub fn simulate_viewer(mut query: Query<&mut Viewer>, time: Res