update with proper scene setup
This commit is contained in:
parent
714be06192
commit
fda3502870
6 changed files with 111 additions and 88 deletions
|
@ -55,8 +55,8 @@ fn main() {
|
||||||
.add_startup_system(setup_threaded_tracker)
|
.add_startup_system(setup_threaded_tracker)
|
||||||
|
|
||||||
.add_plugin(CameraProjectionPlugin::<OffAxisProjection>::default())
|
.add_plugin(CameraProjectionPlugin::<OffAxisProjection>::default())
|
||||||
// .add_system(simulate_viewer)
|
.add_system(simulate_viewer_with_circle)
|
||||||
.add_system(simulate_viewer_with_keyboard)
|
// .add_system(simulate_viewer_with_keyboard)
|
||||||
.add_system(apply_viewer_to_projections)
|
.add_system(apply_viewer_to_projections)
|
||||||
.add_system(toggle_fullscreeen)
|
.add_system(toggle_fullscreeen)
|
||||||
.run();
|
.run();
|
||||||
|
|
|
@ -1,6 +1,7 @@
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
use bevy::render::camera::{Camera, CameraProjection};
|
use bevy::render::camera::{Camera, CameraProjection};
|
||||||
|
use bevy::render::view::visibility::*;
|
||||||
use bevy::render::primitives::Frustum;
|
use bevy::render::primitives::Frustum;
|
||||||
use bevy::render::view::VisibleEntities;
|
use bevy::render::view::VisibleEntities;
|
||||||
use bevy::math::Mat4;
|
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),
|
bevy::render::camera::CameraRenderGraph::new(bevy::core_pipeline::core_3d::graph::NAME),
|
||||||
projection,
|
projection,
|
||||||
frustum,
|
frustum,
|
||||||
|
NoFrustumCulling,
|
||||||
transform,
|
transform,
|
||||||
GlobalTransform::default(),
|
GlobalTransform::default(),
|
||||||
VisibleEntities::default(),
|
VisibleEntities::default(),
|
||||||
|
|
|
@ -1,27 +1,48 @@
|
||||||
|
use bevy::math::{Affine3A, Mat4, Quat};
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
use bevy::math::{Mat4, Quat, Affine3A};
|
|
||||||
|
|
||||||
/// creates a conventional projection matrix from frustum planes
|
/// creates a conventional projection matrix from frustum planes
|
||||||
///
|
///
|
||||||
/// returns a potentially off-axis projection matrix
|
/// 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
|
// based on OpenSceneGraph / glFrustum implementation
|
||||||
let a = (right + left) / (right - left);
|
let a = (right + left) / (right - left);
|
||||||
let b: f32 = (top + bottom) / (top - bottom);
|
let b: f32 = (top + bottom) / (top - bottom);
|
||||||
let c= if far.abs() > f32::MAX { -1.0 } else { -(far + near) / (far - near)};
|
let c = if far.abs() > f32::MAX {
|
||||||
let d = if far.abs() > f32::MAX { -2.0 * near } else { -2.0 * far * near / (far - near) };
|
-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(
|
Mat4::from_cols(
|
||||||
Vec4::new(2.0 * near / (right - left), 0.0, 0.0, 0.0),
|
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(0.0, 2.0 * near / (top - bottom), 0.0, 0.0),
|
||||||
Vec4::new(a, b, c, -1.0),
|
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]
|
/// 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);
|
assert!(z_near > 0.0 && z_far > 0.0);
|
||||||
|
|
||||||
//
|
//
|
||||||
|
@ -33,17 +54,15 @@ pub fn make_projection_rh_from_frustum_reversed(left: f32, right: f32, bottom: f
|
||||||
let c = z_near / (z_far - z_near);
|
let c = z_near / (z_far - z_near);
|
||||||
let d = z_far * z_near / (z_far - z_near);
|
let d = z_far * z_near / (z_far - z_near);
|
||||||
|
|
||||||
|
|
||||||
Mat4::from_cols(
|
Mat4::from_cols(
|
||||||
Vec4::new(2.0 * z_near / (right - left), 0.0, 0.0, 0.0),
|
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(0.0, 2.0 * z_near / (top - bottom), 0.0, 0.0),
|
||||||
Vec4::new(a, b, c, -1.0),
|
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 tan_fovy = (fov_y * 0.5).tan(); // use half angle beta
|
||||||
let right = tan_fovy * aspect_ratio * z_near;
|
let right = tan_fovy * aspect_ratio * z_near;
|
||||||
let left = -right;
|
let left = -right;
|
||||||
|
@ -55,16 +74,13 @@ 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)
|
make_projection_rh_from_frustum_reversed(left, right, bottom, top, z_near, z_far)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
pub fn create_offaxis_matrices(
|
pub fn create_offaxis_matrices(
|
||||||
screen_lower_left: Vec3,
|
screen_lower_left: Vec3,
|
||||||
screen_lower_right: Vec3,
|
screen_lower_right: Vec3,
|
||||||
screen_upper_left: Vec3,
|
screen_upper_left: Vec3,
|
||||||
pos_eye: Vec3,
|
pos_eye: Vec3,
|
||||||
z_far: f32
|
z_far: f32,
|
||||||
) -> (Mat4,Mat4)
|
) -> (Mat4, Mat4) {
|
||||||
{
|
|
||||||
|
|
||||||
//
|
//
|
||||||
let vec_right = screen_lower_right - screen_lower_left; // vr
|
let vec_right = screen_lower_right - screen_lower_left; // vr
|
||||||
let vec_up = screen_upper_left - screen_lower_left; // vu
|
let vec_up = screen_upper_left - screen_lower_left; // vu
|
||||||
|
@ -104,13 +120,29 @@ pub fn create_offaxis_matrices(
|
||||||
// info!("l r b t {} {} {} {}",left,right,bottom,top);
|
// info!("l r b t {} {} {} {}",left,right,bottom,top);
|
||||||
|
|
||||||
// create a view frustum
|
// 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(
|
let view_matrix_rotation = Mat4::from_cols(
|
||||||
Vec4::new(vec_right_normalized.x, vec_up_normalized.x, vec_normal.x ,0.0),
|
Vec4::new(
|
||||||
Vec4::new(vec_right_normalized.y, vec_up_normalized.y, vec_normal.y ,0.0),
|
vec_right_normalized.x,
|
||||||
Vec4::new(vec_right_normalized.z, vec_up_normalized.z, vec_normal.z ,0.0),
|
vec_up_normalized.x,
|
||||||
Vec4::W
|
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);
|
let rotation_quat = Quat::from_mat4(&view_matrix_rotation); // Quat::from_mat4(view_matrix_rotation);
|
||||||
|
@ -118,12 +150,7 @@ pub fn create_offaxis_matrices(
|
||||||
// info!("Rotation Mat {:?}",view_matrix_rotation);
|
// info!("Rotation Mat {:?}",view_matrix_rotation);
|
||||||
// info!("Viewer Rotation {:?}",rotation_quat);
|
// info!("Viewer Rotation {:?}",rotation_quat);
|
||||||
|
|
||||||
let view_matrix_eye = Mat4::from_cols(
|
let view_matrix_eye = Mat4::from_cols(Vec4::X, Vec4::Y, Vec4::Z, (-pos_eye).extend(1.0));
|
||||||
Vec4::X,
|
|
||||||
Vec4::Y,
|
|
||||||
Vec4::Z,
|
|
||||||
(-pos_eye).extend(1.0)
|
|
||||||
);
|
|
||||||
|
|
||||||
// create resulting view matrix (this should be much simpler using glam API)
|
// create resulting view matrix (this should be much simpler using glam API)
|
||||||
let view_matrix = view_matrix_rotation * view_matrix_eye;
|
let view_matrix = view_matrix_rotation * view_matrix_eye;
|
||||||
|
@ -132,20 +159,16 @@ pub fn create_offaxis_matrices(
|
||||||
(view_matrix, projection_matrix)
|
(view_matrix, projection_matrix)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#[cfg(test)]
|
#[cfg(test)]
|
||||||
mod tests {
|
mod tests {
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
use crate::{screeninfo, projection::create_offaxis_matrices};
|
use crate::{projection::create_offaxis_matrices, screeninfo};
|
||||||
|
|
||||||
use super::make_projection_rh_from_frustum;
|
use super::make_projection_rh_from_frustum;
|
||||||
|
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn compare_projections() {
|
fn compare_projections() {
|
||||||
|
|
||||||
// build an on-axis frustum
|
// build an on-axis frustum
|
||||||
let fovy = 33.0_f32;
|
let fovy = 33.0_f32;
|
||||||
let aspect_ratio = 1.6666_f32;
|
let aspect_ratio = 1.6666_f32;
|
||||||
|
@ -167,36 +190,33 @@ mod tests {
|
||||||
println!("mat 2 {:?}", mat_pers);
|
println!("mat 2 {:?}", mat_pers);
|
||||||
|
|
||||||
assert!(mat_frust.abs_diff_eq(mat_pers, f32::EPSILON));
|
assert!(mat_frust.abs_diff_eq(mat_pers, f32::EPSILON));
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn create_view_matrices() {
|
fn create_view_matrices() {
|
||||||
|
|
||||||
// Assumptions: Screensize 6.0m x 1.8m
|
// Assumptions: Screensize 6.0m x 1.8m
|
||||||
// Viewer is 5m away from center
|
// Viewer is 5m away from center
|
||||||
|
|
||||||
|
|
||||||
let screen_lower_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_lower_right = Vec3::new(3.0, -0.9, 0.0);
|
||||||
let screen_upper_left = 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 eye_pos = Vec3::Z * 5.0;
|
||||||
|
|
||||||
let z_far = 100.0_f32;
|
let z_far = 100.0_f32;
|
||||||
|
|
||||||
|
let (view, projection) = create_offaxis_matrices(
|
||||||
let (view,projection) = create_offaxis_matrices(screen_lower_left, screen_lower_right, screen_upper_left, eye_pos, z_far);
|
screen_lower_left,
|
||||||
|
screen_lower_right,
|
||||||
|
screen_upper_left,
|
||||||
|
eye_pos,
|
||||||
|
z_far,
|
||||||
|
);
|
||||||
|
|
||||||
println!("View {:?}", view);
|
println!("View {:?}", view);
|
||||||
println!("Projection {:?}", projection);
|
println!("Projection {:?}", projection);
|
||||||
|
|
||||||
// assert!(!view.is_nan());
|
// assert!(!view.is_nan());
|
||||||
// assert!(!projection.is_nan());
|
// assert!(!projection.is_nan());
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,13 +9,14 @@ pub fn build_scene(
|
||||||
commands.spawn(PbrBundle {
|
commands.spawn(PbrBundle {
|
||||||
mesh: meshes.add(Mesh::from(shape::Plane { size: 4.0 })),
|
mesh: meshes.add(Mesh::from(shape::Plane { size: 4.0 })),
|
||||||
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
|
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
|
||||||
|
transform: Transform::from_xyz(0.0, -0.5, 0.0),
|
||||||
..default()
|
..default()
|
||||||
});
|
});
|
||||||
// cube
|
// cube
|
||||||
commands.spawn(PbrBundle {
|
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()),
|
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()
|
..default()
|
||||||
});
|
});
|
||||||
// light
|
// light
|
||||||
|
|
|
@ -61,7 +61,6 @@ impl Tracker {
|
||||||
|
|
||||||
let _ = dispatcher.add_typed_handler(Box::new( Tracker {} ), None).unwrap();
|
let _ = dispatcher.add_typed_handler(Box::new( Tracker {} ), None).unwrap();
|
||||||
|
|
||||||
|
|
||||||
// setup a channel
|
// setup a channel
|
||||||
// let (tx, rx) = mpsc::channel();
|
// let (tx, rx) = mpsc::channel();
|
||||||
|
|
||||||
|
|
|
@ -56,20 +56,21 @@ pub fn apply_viewer_to_projections(
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn simulate_viewer(mut query: Query<&mut Viewer>, time: Res<Time>) {
|
pub fn simulate_viewer_with_circle(mut query: Query<&mut Viewer>, time: Res<Time>) {
|
||||||
for mut v in query.iter_mut() {
|
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 radius = 1.3;
|
||||||
|
let offset = Vec3::new(0.0,0.0,8f32);
|
||||||
|
let speed = 1.0f32;
|
||||||
|
|
||||||
|
v.alpha += speed * time.delta_seconds();
|
||||||
|
|
||||||
let z_distance = 3.0_f32;
|
|
||||||
|
|
||||||
v.position = Vec3::new(
|
v.position = Vec3::new(
|
||||||
v.alpha.sin() * radius,
|
v.alpha.sin() * radius,
|
||||||
v.alpha.cos() * radius,
|
v.alpha.cos() * radius,
|
||||||
z_distance + v.alpha.sin(),
|
0.0,
|
||||||
);
|
) + offset;
|
||||||
|
|
||||||
// info!("Viewer {:?}", v.position);
|
// info!("Viewer {:?}", v.position);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue