use bevy::prelude::*; use bevy::render::camera::{Camera, CameraProjection}; use bevy::render::primitives::Frustum; use bevy::render::view::VisibleEntities; use bevy::math::Mat4; use crate::screeninfo::ScreenInfo; use crate::viewer::*; #[derive(Component, Debug, Clone, Reflect)] #[reflect(Component, Default)] pub struct OffAxisProjection { near: f32, pub far: f32, aspect: f32, } 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) }; 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)) } pub fn make_projection_rh_from_frustum_reversed(left: f32, right: f32, bottom: f32, top: f32, near:f32, far:f32) -> Mat4 { assert!(near > 0.0); // // reversed z 0..1 projection based on https://thxforthefish.com/posts/reverse_z/ // 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 = near / (far - near); let d = 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), Vec4::new(a, b, c, -1.0), 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 { let tan_fovy = (fov_y * 0.5).tan(); // use half angle beta let right = tan_fovy * aspect_ratio * z_near; let left = -right; let top = tan_fovy * z_near; let bottom = -top; //make_projection_rh_from_frustum(left, right, bottom, top, z_near, z_far) make_projection_rh_from_frustum_reversed(left, right, bottom, top, z_near, z_far) } 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) } // what to do on window resize fn update(&mut self, width: f32, height: f32) { self.aspect = width / height; } fn far(&self) -> f32 { println!("Z-Value"); self.far } } impl Default for OffAxisProjection { fn default() -> Self { Self { near: 0.1, far: 1000.0, aspect: 1.0, } } } pub fn offaxis_camera_setup(mut commands: Commands) { let projection = OffAxisProjection::default(); // let projection = PerspectiveProjection::default(); // position the camera like bevy would do by default for 2D: let transform = Transform::from_xyz(0.0, 0.0, projection.far - 0.1); // frustum construction code copied from Bevy let view_projection = projection.get_projection_matrix() * transform.compute_matrix().inverse(); let frustum = Frustum::from_view_projection( &view_projection, &transform.translation, &transform.back(), projection.far, ); commands.spawn(( bevy::render::camera::CameraRenderGraph::new(bevy::core_pipeline::core_3d::graph::NAME), projection, frustum, transform, GlobalTransform::default(), VisibleEntities::default(), Camera::default(), Camera3d::default(), ScreenInfo::new("Test"), Viewer::new(transform.translation) )); } #[cfg(test)] mod tests { use bevy::prelude::Mat4; 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; let z_near = 1.0_f32; let z_far = 500.0_f32; let tan_fovy = (fovy * 0.5).to_radians().tan(); // use half angle beta let right = tan_fovy * aspect_ratio * z_near; let left = -right; let top = tan_fovy * z_near; let bottom = -top; let mat_frust = make_projection_rh_from_frustum(left, right, bottom, top, z_near, z_far); println!("mat 1 {:?}",mat_frust); let mat_pers = Mat4::perspective_rh_gl(fovy.to_radians(),aspect_ratio,z_near,z_far); println!("mat 2 {:?}",mat_pers); assert!(mat_frust.abs_diff_eq(mat_pers, f32::EPSILON)); } }