update with proper scene setup
This commit is contained in:
parent
714be06192
commit
fda3502870
6 changed files with 111 additions and 88 deletions
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@ -55,8 +55,8 @@ fn main() {
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.add_startup_system(setup_threaded_tracker)
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.add_plugin(CameraProjectionPlugin::<OffAxisProjection>::default())
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// .add_system(simulate_viewer)
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.add_system(simulate_viewer_with_keyboard)
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.add_system(simulate_viewer_with_circle)
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// .add_system(simulate_viewer_with_keyboard)
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.add_system(apply_viewer_to_projections)
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.add_system(toggle_fullscreeen)
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.run();
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@ -1,6 +1,7 @@
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use bevy::prelude::*;
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use bevy::render::camera::{Camera, CameraProjection};
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use bevy::render::view::visibility::*;
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use bevy::render::primitives::Frustum;
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use bevy::render::view::VisibleEntities;
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use bevy::math::Mat4;
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@ -64,6 +65,7 @@ pub fn offaxis_camera_setup(mut commands: Commands) {
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bevy::render::camera::CameraRenderGraph::new(bevy::core_pipeline::core_3d::graph::NAME),
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projection,
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frustum,
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NoFrustumCulling,
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transform,
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GlobalTransform::default(),
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VisibleEntities::default(),
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@ -1,27 +1,48 @@
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use bevy::math::{Affine3A, Mat4, Quat};
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use bevy::prelude::*;
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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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/// returns a potentially off-axis projection matrix
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pub fn make_projection_rh_from_frustum(left: f32, right: f32, bottom: f32, top: f32, near:f32, far:f32) -> Mat4
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{
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pub fn make_projection_rh_from_frustum(
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left: f32,
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right: f32,
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bottom: f32,
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top: f32,
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near: f32,
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far: f32,
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) -> Mat4 {
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// based on OpenSceneGraph / glFrustum implementation
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let a = (right + left) / (right - left);
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let b: f32 = (top + bottom) / (top - bottom);
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let c= if far.abs() > f32::MAX { -1.0 } else { -(far + near) / (far - near)};
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let d = if far.abs() > f32::MAX { -2.0 * near } else { -2.0 * far * near / (far - near) };
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let c = if far.abs() > f32::MAX {
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-1.0
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} else {
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-(far + near) / (far - near)
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};
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let d = if far.abs() > f32::MAX {
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-2.0 * near
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} else {
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-2.0 * far * near / (far - near)
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};
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Mat4::from_cols(
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Vec4::new(2.0 * near / (right-left),0.0,0.0,0.0),
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Vec4::new(0.0, 2.0 *near / (top-bottom), 0.0,0.0),
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Vec4::new(2.0 * near / (right - left), 0.0, 0.0, 0.0),
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Vec4::new(0.0, 2.0 * near / (top - bottom), 0.0, 0.0),
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Vec4::new(a, b, c, -1.0),
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Vec4::new(0.0, 0.0, d, 0.0))
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Vec4::new(0.0, 0.0, d, 0.0),
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)
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}
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/// creates a projection from a frustum planes with a reversed depth mapped to [0..1]
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pub fn make_projection_rh_from_frustum_reversed(left: f32, right: f32, bottom: f32, top: f32, z_near:f32, z_far:f32) -> Mat4
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{
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pub fn make_projection_rh_from_frustum_reversed(
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left: f32,
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right: f32,
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bottom: f32,
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top: f32,
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z_near: f32,
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z_far: f32,
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) -> Mat4 {
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assert!(z_near > 0.0 && z_far > 0.0);
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//
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@ -30,20 +51,18 @@ pub fn make_projection_rh_from_frustum_reversed(left: f32, right: f32, bottom: f
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let a = (right + left) / (right - left);
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let b = (top + bottom) / (top - bottom);
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let c = z_near / (z_far - z_near);
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let d = z_far * z_near / (z_far - z_near);
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let c = z_near / (z_far - z_near);
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let d = z_far * z_near / (z_far - z_near);
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Mat4::from_cols(
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Vec4::new(2.0 * z_near / (right-left), 0.0,0.0,0.0),
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Vec4::new(0.0, 2.0 * z_near / (top-bottom), 0.0,0.0),
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Vec4::new(2.0 * z_near / (right - left), 0.0, 0.0, 0.0),
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Vec4::new(0.0, 2.0 * z_near / (top - bottom), 0.0, 0.0),
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Vec4::new(a, b, c, -1.0),
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Vec4::new(0.0, 0.0, d, 0.0))
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Vec4::new(0.0, 0.0, d, 0.0),
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)
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}
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pub fn make_projection_rh_custom(fov_y: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> Mat4
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{
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pub fn make_projection_rh_custom(fov_y: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> Mat4 {
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let tan_fovy = (fov_y * 0.5).tan(); // use half angle beta
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let right = tan_fovy * aspect_ratio * z_near;
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let left = -right;
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@ -55,23 +74,20 @@ pub fn make_projection_rh_custom(fov_y: f32, aspect_ratio: f32, z_near: f32, z_f
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make_projection_rh_from_frustum_reversed(left, right, bottom, top, z_near, z_far)
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}
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pub fn create_offaxis_matrices(
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screen_lower_left: Vec3,
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screen_lower_right: Vec3,
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screen_upper_left: Vec3,
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pos_eye: Vec3,
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z_far: f32
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) -> (Mat4,Mat4)
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{
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z_far: f32,
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) -> (Mat4, Mat4) {
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//
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let vec_right = screen_lower_right - screen_lower_left; // vr
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let vec_up = screen_upper_left - screen_lower_left; // vu
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let vec_up = screen_upper_left - screen_lower_left; // vu
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let frustum_left = screen_lower_left - pos_eye; // va
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let frustum_right = screen_lower_right - pos_eye; // vb
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let frustum_up = screen_upper_left - pos_eye; // vc
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let frustum_left = screen_lower_left - pos_eye; // va
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let frustum_right = screen_lower_right - pos_eye; // vb
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let frustum_up = screen_upper_left - pos_eye; // vc
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let vec_right_normalized = vec_right.normalize();
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let vec_up_normalized = vec_up.normalize();
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@ -96,21 +112,37 @@ pub fn create_offaxis_matrices(
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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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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 projection_matrix =
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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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Vec4::new(vec_right_normalized.x, vec_up_normalized.x, vec_normal.x ,0.0),
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Vec4::new(vec_right_normalized.y, vec_up_normalized.y, vec_normal.y ,0.0),
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Vec4::new(vec_right_normalized.z, vec_up_normalized.z, vec_normal.z ,0.0),
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Vec4::W
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Vec4::new(
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vec_right_normalized.x,
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vec_up_normalized.x,
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vec_normal.x,
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0.0,
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),
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Vec4::new(
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vec_right_normalized.y,
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vec_up_normalized.y,
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vec_normal.y,
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0.0,
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),
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Vec4::new(
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vec_right_normalized.z,
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vec_up_normalized.z,
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vec_normal.z,
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0.0,
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),
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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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@ -118,34 +150,25 @@ pub fn create_offaxis_matrices(
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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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Vec4::Z,
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(-pos_eye).extend(1.0)
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);
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let view_matrix_eye = Mat4::from_cols(Vec4::X, Vec4::Y, Vec4::Z, (-pos_eye).extend(1.0));
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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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(view_matrix, projection_matrix)
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}
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#[cfg(test)]
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mod tests {
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use bevy::prelude::*;
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use crate::{screeninfo, projection::create_offaxis_matrices};
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use crate::{projection::create_offaxis_matrices, screeninfo};
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use super::make_projection_rh_from_frustum;
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#[test]
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fn compare_projections() {
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// build an on-axis frustum
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let fovy = 33.0_f32;
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let aspect_ratio = 1.6666_f32;
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@ -160,43 +183,40 @@ mod tests {
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let mat_frust = make_projection_rh_from_frustum(left, right, bottom, top, z_near, z_far);
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println!("mat 1 {:?}",mat_frust);
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println!("mat 1 {:?}", mat_frust);
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let mat_pers = Mat4::perspective_rh_gl(fovy.to_radians(),aspect_ratio,z_near,z_far);
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let mat_pers = Mat4::perspective_rh_gl(fovy.to_radians(), aspect_ratio, z_near, z_far);
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println!("mat 2 {:?}",mat_pers);
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println!("mat 2 {:?}", mat_pers);
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assert!(mat_frust.abs_diff_eq(mat_pers, f32::EPSILON));
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}
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#[test]
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fn create_view_matrices() {
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// Assumptions: Screensize 6.0m x 1.8m
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// Viewer is 5m away from center
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let screen_lower_left = Vec3::new(-3.0,-0.9,0.0);
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let screen_lower_right = Vec3::new(3.0,-0.9,0.0);
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let screen_upper_left = Vec3::new(-3.0,0.9,0.0);
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let screen_lower_left = Vec3::new(-3.0, -0.9, 0.0);
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let screen_lower_right = Vec3::new(3.0, -0.9, 0.0);
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let screen_upper_left = Vec3::new(-3.0, 0.9, 0.0);
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let eye_pos = Vec3::Z * 5.0;
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let z_far = 100.0_f32;
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let (view, projection) = create_offaxis_matrices(
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screen_lower_left,
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screen_lower_right,
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screen_upper_left,
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eye_pos,
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z_far,
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);
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let (view,projection) = create_offaxis_matrices(screen_lower_left, screen_lower_right, screen_upper_left, eye_pos, z_far);
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println!("View {:?}",view);
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println!("Projection {:?}",projection);
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println!("View {:?}", view);
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println!("Projection {:?}", projection);
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// assert!(!view.is_nan());
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// assert!(!projection.is_nan());
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}
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}
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@ -9,13 +9,14 @@ pub fn build_scene(
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commands.spawn(PbrBundle {
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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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transform: Transform::from_xyz(0.0, -0.5, 0.0),
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..default()
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});
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// cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.5 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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transform: Transform::from_xyz(0.0, 0.5, -3.0),
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..default()
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});
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// light
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@ -61,7 +61,6 @@ impl Tracker {
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let _ = dispatcher.add_typed_handler(Box::new( Tracker {} ), None).unwrap();
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// setup a channel
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// let (tx, rx) = mpsc::channel();
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@ -56,20 +56,21 @@ pub fn apply_viewer_to_projections(
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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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pub fn simulate_viewer_with_circle(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 radius = 1.3;
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let offset = Vec3::new(0.0,0.0,8f32);
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let speed = 1.0f32;
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v.alpha += speed * time.delta_seconds();
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let z_distance = 3.0_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,
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z_distance + v.alpha.sin(),
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);
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0.0,
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) + offset;
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// info!("Viewer {:?}", v.position);
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}
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