better tree rendering
This commit is contained in:
parent
33901a170d
commit
23bac13a1e
326
src/main.rs
326
src/main.rs
@ -1,15 +1,15 @@
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use std::f32::consts::PI;
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use bevy::asset::RenderAssetUsages;
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use bevy::pbr::wireframe::{WireframeConfig, WireframePlugin};
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use bevy::prelude::*;
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use bevy::render::mesh::{PrimitiveTopology, VertexAttributeValues};
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use bevy::window::PresentMode;
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use tree::{ConeSegment, TreeNode};
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mod camera;
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mod debugging;
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mod tree;
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mod tree_rendering;
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mod tree_generation;
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fn main() {
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App::new()
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@ -17,6 +17,11 @@ fn main() {
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.add_plugins(debugging::DebuggingPlugin)
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.add_plugins(camera::CameraPlugin)
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.add_systems(Startup, setup)
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// .add_plugins(WireframePlugin::default())
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// .insert_resource(WireframeConfig {
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// default_color: Color::BLACK,
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// global: true, // or false if you want per-object control
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// })
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.run();
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}
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@ -64,230 +69,29 @@ fn setup(
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rotation: Quat::from_rotation_x(-PI / 4.) * Quat::from_rotation_y(-PI / 4.),
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..default()
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},
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// Transform::from_xyz(0.0, 16.0, 0.0),
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));
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// let cone_mesh = tree::generate_truncated_cone(1., 2., 2., 200);
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let mut cone_mesh = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
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);
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// tree::append_connected_truncated_cones_to_mesh(
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// &mut cone_mesh,
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// &[
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// tree::ConeSegment {
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// radius: 2.,
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// offset: 0.,
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// },
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// tree::ConeSegment {
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// radius: 1.,
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// offset: 2.,
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// },
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// tree::ConeSegment {
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// radius: 1.,
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// offset: 1.,
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// },
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// tree::ConeSegment {
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// radius: 2.,
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// offset: 2.,
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// },
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// tree::ConeSegment {
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// radius: 2.,
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// offset: 0.5,
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// },
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// tree::ConeSegment {
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// radius: 1.,
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// offset: 2.,
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// },
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// tree::ConeSegment {
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// radius: 0.,
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// offset: 1.,
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// },
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// ],
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// 20,
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// );
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// tree::append_connected_truncated_cones_to_mesh(
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// &mut cone_mesh,
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// &[
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// tree::ConeSegment {
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// radius: 0.5,
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// offset: 0.,
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// angle: 0.,
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// rotation: 0.,
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// },
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// tree::ConeSegment {
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// radius: 0.5,
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// offset: 2.,
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// angle: 0.,
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// rotation: 0.,
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// },
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// tree::ConeSegment {
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// radius: 0.5,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI/2.,
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// },
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// tree::ConeSegment {
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// radius: 0.5,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI/2.,
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// },
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// tree::ConeSegment {
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// radius: 0.5,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI/2.,
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// },
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// tree::ConeSegment {
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// radius: 0.5,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI/2.,
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// },
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// tree::ConeSegment {
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// radius: 0.5,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI/2.,
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// },
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// tree::ConeSegment {
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// radius: 0.4,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI/2.,
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// },
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// tree::ConeSegment {
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// radius: 0.3,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI/2.,
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// },
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// tree::ConeSegment {
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// radius: 0.2,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI/2.,
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// },
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// ],
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// 10,
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// );
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// commands.spawn((
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// Mesh3d(meshes.add(cone_mesh)),
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// MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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// Transform::from_xyz(0.0, 0.5, 0.0),
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// ));
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// let tree_mesh = tree_rendering::generate_branch_mesh(&[
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// &tree::TreeNode {
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// id: 0,
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// kind: tree::TreeNodeKind::Extension,
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// parent_id: 0,
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// radius: 0.5,
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// offset: 0.,
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// angle: 0.,
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// rotation: 0.,
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// },
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// &tree::TreeNode {
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// id: 0,
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// kind: tree::TreeNodeKind::Extension,
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// parent_id: 0,
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// radius: 0.5,
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// offset: 2.,
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// angle: 0.,
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// rotation: 0.,
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// },
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// &tree::TreeNode {
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// id: 0,
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// kind: tree::TreeNodeKind::Extension,
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// parent_id: 0,
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// radius: 0.5,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI / 2.,
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// },
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// &tree::TreeNode {
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// id: 0,
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// kind: tree::TreeNodeKind::Extension,
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// parent_id: 0,
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// radius: 0.5,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI / 2.,
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// },
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// &tree::TreeNode {
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// id: 0,
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// kind: tree::TreeNodeKind::Extension,
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// parent_id: 0,
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// radius: 0.5,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI / 2.,
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// },
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// &tree::TreeNode {
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// id: 0,
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// kind: tree::TreeNodeKind::Extension,
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// parent_id: 0,
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// radius: 0.5,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI / 2.,
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// },
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// &tree::TreeNode {
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// id: 0,
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// kind: tree::TreeNodeKind::Extension,
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// parent_id: 0,
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// radius: 0.5,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI / 2.,
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// },
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// &tree::TreeNode {
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// id: 0,
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// kind: tree::TreeNodeKind::Extension,
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// parent_id: 0,
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// radius: 0.4,
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// offset: 2.,
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// angle: 0.2,
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// rotation: PI / 2.,
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// },
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// &tree::TreeNode {
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// id: 0,
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// kind: tree::TreeNodeKind::Extension,
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// parent_id: 0,
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// radius: 0.3,
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// offset: 2.,
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// angle: -0.4,
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// rotation: PI / 2.,
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// },
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// &tree::TreeNode {
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// id: 0,
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// kind: tree::TreeNodeKind::EndCut,
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// parent_id: 0,
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// radius: 0.2,
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// offset: 2.,
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// angle: -0.4,
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// rotation: PI / 2.,
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// },
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// ]);
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// // let normal_material = materials.add(Color::srgb_u8(255, 0, 0));
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// // draw_normals(&mut meshes, &mut commands, &tree_mesh, &normal_material, &Transform::from_xyz(0.0, 0.5, 0.0));
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// commands.spawn((
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// Mesh3d(meshes.add(tree_mesh)),
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// MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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// Transform::from_xyz(0.0, 0.5, 0.0),
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// ));
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let tree = initial_tree();
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let tree_mesh = tree_rendering::generate_tree(&tree);
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// let normal_material = materials.add(Color::srgb_u8(255, 0, 0));
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// draw_normals(
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// &mut meshes,
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// &mut commands,
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// &tree_mesh,
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// &normal_material,
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// &Transform::from_xyz(0.0, 0.5, 0.0),
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// );
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commands.spawn((
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tree,
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Mesh3d(meshes.add(tree_mesh)),
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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// MeshMaterial3d(materials.add(StandardMaterial {
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// base_color: Color::srgba_u8(124, 144, 255, 255),
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// alpha_mode: AlphaMode::Blend,
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// ..default()
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// })),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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}
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@ -325,29 +129,6 @@ fn draw_normals(
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}
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}
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// fn draw_normals(
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// meshes: Res<Assets<Mesh>>,
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// mesh_handle: Res<Handle<Mesh>>,
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// mut lines: ResMut<DebugLines>,
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// ) {
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// if let Some(mesh) = meshes.get(mesh_handle) {
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// let positions = match mesh.attribute(Mesh::ATTRIBUTE_POSITION).unwrap() {
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// VertexAttributeValues::Float32x3(positions) => positions,
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// _ => return,
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// };
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// let normals = match mesh.attribute(Mesh::ATTRIBUTE_NORMAL).unwrap() {
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// VertexAttributeValues::Float32x3(normals) => normals,
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// _ => return,
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// };
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// for (pos, normal) in positions.iter().zip(normals.iter()) {
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// let start = Vec3::from(*pos);
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// let end = start + Vec3::from(*normal) * 0.2;
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// lines.line_colored(start, end, 0.0, Color::GREEN);
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// }
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// }
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// }
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fn initial_tree() -> tree::Tree {
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let mut tree = tree::Tree::default();
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tree.nodes.insert(
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@ -357,7 +138,7 @@ fn initial_tree() -> tree::Tree {
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kind: tree::TreeNodeKind::Extension,
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parent_id: 0,
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radius: 0.5,
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offset: 0.,
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offset: 2.,
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angle: 0.,
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rotation: 0.,
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},
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@ -378,9 +159,9 @@ fn initial_tree() -> tree::Tree {
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2,
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tree::TreeNode {
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id: 2,
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kind: tree::TreeNodeKind::EndCut,
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kind: tree::TreeNodeKind::Extension,
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parent_id: 1,
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radius: 0.2,
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radius: 0.25,
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offset: 2.,
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angle: -0.4,
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rotation: PI / 2.,
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@ -390,38 +171,61 @@ fn initial_tree() -> tree::Tree {
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3,
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tree::TreeNode {
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id: 3,
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kind: tree::TreeNodeKind::StartBranch,
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parent_id: 1,
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radius: 0.1,
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offset: 2.,
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angle: -0.6,
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rotation: -PI / 2.,
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kind: tree::TreeNodeKind::EndCut,
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parent_id: 2,
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radius: 0.2,
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offset: 0.,
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angle: 0.4,
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rotation: PI / 2.,
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},
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);
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tree.nodes.insert(
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4,
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tree::TreeNode {
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id: 4,
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kind: tree::TreeNodeKind::EndCut,
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parent_id: 3,
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radius: 0.05,
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kind: tree::TreeNodeKind::StartBranch,
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parent_id: 1,
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radius: 0.2,
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offset: 2.,
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angle: -0.4,
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rotation: PI / 2.,
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angle: -0.6,
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rotation: -PI / 2.,
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},
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);
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tree.nodes.insert(
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5,
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tree::TreeNode {
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id: 5,
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kind: tree::TreeNodeKind::EndBranch,
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parent_id: 3,
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radius: 0.05,
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offset: 2.,
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angle: -0.4,
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kind: tree::TreeNodeKind::Extension,
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parent_id: 4,
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radius: 0.1,
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offset: 1.,
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angle: 0.2,
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rotation: -PI / 2.,
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},
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);
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tree.nodes.insert(
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6,
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tree::TreeNode {
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id: 6,
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kind: tree::TreeNodeKind::EndMeristem,
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parent_id: 5,
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radius: 0.05,
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offset: 0.03,
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angle: 0.2,
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rotation: -PI / 2.,
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},
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);
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tree.nodes.insert(
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7,
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tree::TreeNode {
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id: 7,
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kind: tree::TreeNodeKind::EndBranch,
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parent_id: 4,
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radius: 0.04,
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offset: 0.5,
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angle: -0.8,
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rotation: PI / 4.,
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},
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);
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tree
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}
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244
src/tree.rs
244
src/tree.rs
@ -51,11 +51,12 @@ impl Tree {
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let mut transform = Transform::IDENTITY;
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let mut curr_node = &self.nodes[&id];
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loop {
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transform = curr_node.get_transform() * transform;
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if curr_node.id == curr_node.parent_id {
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break;
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}
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curr_node = &self.nodes[&curr_node.parent_id];
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info!("transform: {:?}", curr_node);
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transform = curr_node.get_transform() * transform;
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}
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transform
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}
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@ -84,6 +85,18 @@ impl TreeNode {
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transform
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}
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pub fn get_rotation(&self) -> Transform {
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let mut transform = Transform::IDENTITY;
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transform.rotate_local_y(self.rotation);
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transform.rotate_local_x(self.angle);
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transform.rotate_local_y(-self.rotation);
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transform
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}
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pub fn get_translation(&self) -> Transform {
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Transform::from_translation(Vec3::Y * self.offset)
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}
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pub fn is_end(&self) -> bool {
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matches!(
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self.kind,
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@ -106,232 +119,3 @@ impl TreeNode {
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)
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}
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}
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// pub fn generate_truncated_cone(
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// top_radius: f32,
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// bottom_radius: f32,
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// height: f32,
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// resolution: usize,
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// ) -> Mesh {
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// let mut positions = Vec::new();
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// let mut normals = Vec::new();
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// let mut uvs = Vec::new();
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// let mut indices = Vec::new();
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// // === Side Vertices ===
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// for i in 0..=resolution {
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// let theta = i as f32 / resolution as f32 * 2.0 * PI;
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// let (cos, sin) = (theta.cos(), theta.sin());
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// // Bottom ring
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// let xb = bottom_radius * cos;
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// let zb = bottom_radius * sin;
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// positions.push([xb, 0.0, zb]);
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// normals.push(
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// Vec3::new(cos, (bottom_radius - top_radius) / height, sin)
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// .normalize()
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// .into(),
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// );
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// uvs.push([i as f32 / resolution as f32, 0.0]);
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// // Top ring
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// let xt = top_radius * cos;
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// let zt = top_radius * sin;
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// positions.push([xt, height, zt]);
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// normals.push(
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// Vec3::new(cos, (bottom_radius - top_radius) / height, sin)
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// .normalize()
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// .into(),
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// );
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// uvs.push([i as f32 / resolution as f32, 1.0]);
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// }
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// // === Side Indices ===
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// for i in 0..resolution {
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// let base = (i * 2) as u32;
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// indices.extend_from_slice(&[base, base + 1, base + 2, base + 1, base + 3, base + 2]);
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// }
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// // === Bottom Cap Vertices (Separate) ===
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// let bottom_start = positions.len() as u32;
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// for i in 0..resolution {
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// let theta = i as f32 / resolution as f32 * 2.0 * PI;
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// let (cos, sin) = (theta.cos(), theta.sin());
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// positions.push([bottom_radius * cos, 0.0, bottom_radius * sin]);
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// normals.push([0.0, -1.0, 0.0]);
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// uvs.push([0.5 + 0.5 * cos, 0.5 + 0.5 * sin]);
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// }
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// let bottom_center_index = positions.len() as u32;
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// positions.push([0.0, 0.0, 0.0]);
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// normals.push([0.0, -1.0, 0.0]);
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// uvs.push([0.5, 0.5]);
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|
||||
// for i in 0..resolution {
|
||||
// let current = bottom_start + i as u32;
|
||||
// let next = bottom_start + ((i + 1) % resolution) as u32;
|
||||
// indices.extend_from_slice(&[bottom_center_index, current, next]);
|
||||
// }
|
||||
|
||||
// // === Top Cap Vertices (Separate) ===
|
||||
// let top_start = positions.len() as u32;
|
||||
// for i in 0..resolution {
|
||||
// let theta = i as f32 / resolution as f32 * 2.0 * PI;
|
||||
// let (cos, sin) = (theta.cos(), theta.sin());
|
||||
// positions.push([top_radius * cos, height, top_radius * sin]);
|
||||
// normals.push([0.0, 1.0, 0.0]);
|
||||
// uvs.push([0.5 + 0.5 * cos, 0.5 + 0.5 * sin]);
|
||||
// }
|
||||
// let top_center_index = positions.len() as u32;
|
||||
// positions.push([0.0, height, 0.0]);
|
||||
// normals.push([0.0, 1.0, 0.0]);
|
||||
// uvs.push([0.5, 0.5]);
|
||||
|
||||
// for i in 0..resolution {
|
||||
// let current = top_start + i as u32;
|
||||
// let next = top_start + ((i + 1) % resolution) as u32;
|
||||
// indices.extend_from_slice(&[top_center_index, next, current]); // correct winding
|
||||
// }
|
||||
|
||||
// Mesh::new(
|
||||
// PrimitiveTopology::TriangleList,
|
||||
// RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
|
||||
// )
|
||||
// .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions)
|
||||
// .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
|
||||
// .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
|
||||
// .with_inserted_indices(Indices::U32(indices))
|
||||
// }
|
||||
|
||||
pub struct ConeSegment {
|
||||
pub radius: f32,
|
||||
pub offset: f32,
|
||||
pub rotation: f32,
|
||||
pub angle: f32,
|
||||
}
|
||||
|
||||
pub fn append_connected_truncated_cones_to_mesh(
|
||||
mesh: &mut Mesh,
|
||||
segments: &[ConeSegment],
|
||||
resolution: usize,
|
||||
) {
|
||||
use bevy::math::Vec3;
|
||||
use bevy::render::mesh::{Indices, VertexAttributeValues};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
let verts_per_ring = resolution + 1;
|
||||
|
||||
let base_index = match mesh.attribute(Mesh::ATTRIBUTE_POSITION) {
|
||||
Some(VertexAttributeValues::Float32x3(v)) => v.len() as u32,
|
||||
_ => 0,
|
||||
};
|
||||
|
||||
let mut new_positions = Vec::new();
|
||||
let mut new_normals: Vec<[f32; 3]> = Vec::new();
|
||||
let mut new_uvs = Vec::new();
|
||||
let mut new_indices = Vec::new();
|
||||
|
||||
let mut transform = Transform::IDENTITY;
|
||||
|
||||
for (i, seg) in segments.iter().enumerate() {
|
||||
let prev_segment = if i != 0 { segments.get(i - 1) } else { None };
|
||||
let next_segment = segments.get(i + 1);
|
||||
|
||||
let prev_y_normal = prev_segment.map(|p| (p.radius - seg.radius) / seg.offset);
|
||||
let next_y_normal = next_segment.map(|n| (seg.radius - n.radius) / n.offset);
|
||||
|
||||
let segment_y_normal = match (prev_y_normal, next_y_normal) {
|
||||
(Some(prev), Some(next)) => (prev + next) / 2.,
|
||||
(None, Some(next)) => next,
|
||||
(Some(prev), None) => prev,
|
||||
(None, None) => 0.,
|
||||
};
|
||||
|
||||
transform.rotate_local_y(seg.rotation);
|
||||
transform.rotate_local_x(seg.angle);
|
||||
transform.rotate_local_y(-seg.rotation);
|
||||
transform.translation += transform.up() * seg.offset;
|
||||
|
||||
for j in 0..=resolution {
|
||||
let theta = j as f32 / resolution as f32 * 2.0 * PI;
|
||||
let (cos, sin) = (theta.cos(), theta.sin());
|
||||
|
||||
let normal = Vec3::new(cos, segment_y_normal, sin).normalize();
|
||||
let normal = transform.rotation * normal;
|
||||
// info!("normal: {}", normal);
|
||||
let position =
|
||||
transform.transform_point(Vec3::new(seg.radius * cos, 0., seg.radius * sin));
|
||||
|
||||
new_positions.push(position.to_array());
|
||||
new_normals.push(normal.into());
|
||||
new_uvs.push([
|
||||
j as f32 / resolution as f32,
|
||||
i as f32 / segments.len() as f32,
|
||||
]);
|
||||
}
|
||||
}
|
||||
|
||||
for i in 0..segments.len() - 1 {
|
||||
let ring_start = base_index + (i * verts_per_ring) as u32;
|
||||
for j in 0..resolution {
|
||||
let curr = ring_start + j as u32;
|
||||
let next = curr + 1;
|
||||
let above = curr + verts_per_ring as u32;
|
||||
let above_next = next + verts_per_ring as u32;
|
||||
|
||||
new_indices.extend_from_slice(&[curr, above, next, next, above, above_next]);
|
||||
}
|
||||
}
|
||||
|
||||
let top_point = transform.transform_point(Vec3::ZERO);
|
||||
let top_normal = transform.rotation * Vec3::new(0.0, 1.0, 0.0);
|
||||
let cap_top_index = new_positions.len() as u32;
|
||||
let top_ring_start =
|
||||
base_index + (segments.len() * verts_per_ring) as u32 - verts_per_ring as u32;
|
||||
|
||||
new_positions.push(top_point.to_array());
|
||||
new_normals.push(top_normal.to_array());
|
||||
new_uvs.push([0.5, 0.5]);
|
||||
|
||||
for j in 0..resolution {
|
||||
let i0 = top_ring_start + j as u32;
|
||||
let i1 = top_ring_start + ((j + 1) % resolution) as u32;
|
||||
new_indices.extend_from_slice(&[cap_top_index, i1, i0]);
|
||||
}
|
||||
|
||||
match mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION) {
|
||||
Some(VertexAttributeValues::Float32x3(v)) => v.extend(new_positions),
|
||||
_ => {
|
||||
mesh.insert_attribute(
|
||||
Mesh::ATTRIBUTE_POSITION,
|
||||
VertexAttributeValues::Float32x3(new_positions),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
match mesh.attribute_mut(Mesh::ATTRIBUTE_NORMAL) {
|
||||
Some(VertexAttributeValues::Float32x3(v)) => v.extend(new_normals),
|
||||
_ => {
|
||||
mesh.insert_attribute(
|
||||
Mesh::ATTRIBUTE_NORMAL,
|
||||
VertexAttributeValues::Float32x3(new_normals),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
match mesh.attribute_mut(Mesh::ATTRIBUTE_UV_0) {
|
||||
Some(VertexAttributeValues::Float32x2(v)) => v.extend(new_uvs),
|
||||
_ => {
|
||||
mesh.insert_attribute(
|
||||
Mesh::ATTRIBUTE_UV_0,
|
||||
VertexAttributeValues::Float32x2(new_uvs),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
match mesh.indices_mut() {
|
||||
Some(Indices::U32(i)) => i.extend(new_indices),
|
||||
_ => {
|
||||
mesh.insert_indices(Indices::U32(new_indices));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
0
src/tree_generation.rs
Normal file
0
src/tree_generation.rs
Normal file
@ -2,7 +2,7 @@ use crate::tree::{Tree, TreeNode, TreeNodeKind};
|
||||
use bevy::{
|
||||
asset::RenderAssetUsages,
|
||||
prelude::*,
|
||||
render::mesh::{self, Indices, PrimitiveTopology},
|
||||
render::mesh::{Indices, PrimitiveTopology},
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
@ -41,34 +41,24 @@ impl TreeMeshData {
|
||||
|
||||
pub fn generate_tree(tree: &Tree) -> Mesh {
|
||||
let mut mesh = TreeMeshData::default().to_mesh();
|
||||
info!("{:?}", tree.nodes);
|
||||
|
||||
let mut branches = Vec::new();
|
||||
for (id, node) in tree.nodes.iter().filter(|(_, n)| n.is_end()) {
|
||||
for (_, node) in tree.nodes.iter().filter(|(_, n)| n.is_end()) {
|
||||
let mut curr_node = node;
|
||||
loop {
|
||||
info!("{:?}", curr_node);
|
||||
branches.push(curr_node.clone());
|
||||
if curr_node.id == curr_node.parent_id {
|
||||
break;
|
||||
}
|
||||
let next_node = &tree.nodes[&curr_node.parent_id];
|
||||
|
||||
if curr_node.is_branch_begin() {
|
||||
let mut modified_node = next_node.clone();
|
||||
modified_node.offset = 0.;
|
||||
modified_node.angle = 0.;
|
||||
modified_node.rotation = 0.;
|
||||
modified_node.radius = curr_node.radius*1.1;
|
||||
branches.push(modified_node);
|
||||
break;
|
||||
}
|
||||
curr_node = next_node;
|
||||
curr_node = &tree.nodes[&curr_node.parent_id];
|
||||
}
|
||||
branches.reverse();
|
||||
info!("{:?}", branches);
|
||||
let mut branch_mesh = generate_branch_mesh(branches.as_slice());
|
||||
let transform = tree.get_accumulated_transform(branches[0].id);
|
||||
info!("{:?}", transform);
|
||||
branch_mesh.transform_by(transform);
|
||||
mesh.merge(&branch_mesh).unwrap(); // TODO: unwrap
|
||||
branches.clear();
|
||||
@ -77,119 +67,109 @@ pub fn generate_tree(tree: &Tree) -> Mesh {
|
||||
mesh
|
||||
}
|
||||
|
||||
/// Adds node extension to mesh data
|
||||
///
|
||||
/// Assumes next node exists with same resolution
|
||||
fn add_extension(
|
||||
mesh_data: &mut TreeMeshData,
|
||||
node: &TreeNode,
|
||||
_next_node: &TreeNode,
|
||||
// prev_node: Option<&TreeNode>,
|
||||
transform: &mut Transform,
|
||||
) {
|
||||
*transform = transform.mul_transform(node.get_rotation());
|
||||
add_circle_points(
|
||||
mesh_data,
|
||||
RESOLUTION,
|
||||
*transform,
|
||||
node.radius,
|
||||
Some(0.), // TODO: fix normal
|
||||
);
|
||||
|
||||
let next_circle_start_index = mesh_data.positions.len();
|
||||
let current_circle_start_index = next_circle_start_index - (RESOLUTION + 1);
|
||||
connect_circles(
|
||||
mesh_data,
|
||||
RESOLUTION,
|
||||
current_circle_start_index as u32,
|
||||
next_circle_start_index as u32,
|
||||
);
|
||||
*transform = transform.mul_transform(node.get_translation());
|
||||
}
|
||||
|
||||
fn add_end(mesh_data: &mut TreeMeshData, node: &TreeNode, transform: &mut Transform) {
|
||||
*transform = transform.mul_transform(node.get_rotation());
|
||||
add_circle_points(
|
||||
mesh_data,
|
||||
RESOLUTION,
|
||||
*transform,
|
||||
node.radius,
|
||||
Some(0.), // TODO: fix normal
|
||||
);
|
||||
if matches!(node.kind, TreeNodeKind::EndCut) {
|
||||
add_circle_points(mesh_data, RESOLUTION, *transform, node.radius, None);
|
||||
} else if node.offset > node.radius {
|
||||
let new_radius =
|
||||
node.radius - node.radius * 0.5 * (node.offset - node.radius) / node.offset;
|
||||
let new_length = node.offset - new_radius;
|
||||
*transform = transform.mul_transform(Transform::from_translation(Vec3::Y * new_length));
|
||||
let next_circle_start_index = mesh_data.positions.len();
|
||||
add_circle_points(
|
||||
mesh_data,
|
||||
RESOLUTION,
|
||||
*transform,
|
||||
new_radius,
|
||||
Some(0.), // TODO: fix normal
|
||||
);
|
||||
let current_circle_start_index = next_circle_start_index - (RESOLUTION + 1);
|
||||
connect_circles(
|
||||
mesh_data,
|
||||
RESOLUTION,
|
||||
current_circle_start_index as u32,
|
||||
next_circle_start_index as u32,
|
||||
);
|
||||
*transform = transform.mul_transform(Transform::from_translation(
|
||||
Vec3::Y * (node.offset - new_length),
|
||||
));
|
||||
} else {
|
||||
*transform = transform.mul_transform(node.get_translation());
|
||||
}
|
||||
|
||||
let circle_index_start = (mesh_data.positions.len() - (RESOLUTION + 1)) as u32;
|
||||
|
||||
let center_point = transform.transform_point(Vec3::ZERO);
|
||||
let center_point_index = mesh_data.positions.len() as u32;
|
||||
|
||||
mesh_data.positions.push(center_point.to_array());
|
||||
mesh_data
|
||||
.normals
|
||||
.push((transform.rotation * Vec3::Y).to_array());
|
||||
mesh_data.uvs.push([0.5, 0.5]); // TODO: UVs
|
||||
|
||||
for j in 0..RESOLUTION {
|
||||
let i0 = circle_index_start + j as u32;
|
||||
let i1 = circle_index_start + ((j + 1) % RESOLUTION) as u32;
|
||||
mesh_data
|
||||
.indices
|
||||
.extend_from_slice(&[center_point_index, i1, i0]);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn generate_branch_mesh(nodes: &[TreeNode]) -> Mesh {
|
||||
let mut mesh_data = TreeMeshData::default();
|
||||
|
||||
let mut transform = Transform::IDENTITY;
|
||||
|
||||
for (i, node) in nodes.iter().enumerate() {
|
||||
let prev_node = if i != 0 { nodes.get(i - 1) } else { None };
|
||||
let next_node = nodes.get(i + 1);
|
||||
|
||||
let prev_y_normal = prev_node.map(|p| (p.radius - node.radius) / node.offset);
|
||||
let next_y_normal = next_node.map(|n| (node.radius - n.radius) / n.offset);
|
||||
|
||||
// TODO: this normal is wrong (at least not including angle)
|
||||
let segment_y_normal = match (prev_y_normal, next_y_normal) {
|
||||
(Some(prev), Some(next)) => (prev + next) / 2.,
|
||||
(None, Some(next)) => next,
|
||||
(Some(prev), None) => prev,
|
||||
(None, None) => 0.,
|
||||
};
|
||||
transform = transform * node.get_transform();
|
||||
// transform.rotate_local_y(seg.rotation);
|
||||
// transform.rotate_local_x(seg.angle);
|
||||
// transform.rotate_local_y(-seg.rotation);
|
||||
// transform.translation += transform.up() * seg.offset;
|
||||
|
||||
add_circle_points(
|
||||
&mut mesh_data,
|
||||
RESOLUTION,
|
||||
transform,
|
||||
node.radius,
|
||||
Some(segment_y_normal),
|
||||
);
|
||||
|
||||
if i != 0 {
|
||||
let current_circle_start_index = mesh_data.positions.len() - (RESOLUTION + 1);
|
||||
let prev_circle_start_index = current_circle_start_index - (RESOLUTION + 1);
|
||||
connect_circles(
|
||||
&mut mesh_data,
|
||||
RESOLUTION,
|
||||
prev_circle_start_index as u32,
|
||||
current_circle_start_index as u32,
|
||||
)
|
||||
if node.is_extension() {
|
||||
let next_node = next_node.unwrap(); // TODO: unwrap
|
||||
add_extension(&mut mesh_data, &node, &next_node, &mut transform);
|
||||
} else if node.is_end() {
|
||||
add_end(&mut mesh_data, &node, &mut transform);
|
||||
}
|
||||
}
|
||||
|
||||
// for i in 0..nodes.len() - 1 {
|
||||
// let ring_start = (i * verts_per_ring) as u32;
|
||||
// for j in 0..RESOLUTION {
|
||||
// let curr = ring_start + j as u32;
|
||||
// let next = curr + 1;
|
||||
// let above = curr + verts_per_ring as u32;
|
||||
// let above_next = next + verts_per_ring as u32;
|
||||
|
||||
// mesh_data
|
||||
// .indices
|
||||
// .extend_from_slice(&[curr, above, next, next, above, above_next]);
|
||||
// }
|
||||
// }
|
||||
|
||||
// match nodes.last() {
|
||||
// Some(node) => {
|
||||
// let top_point = transform.transform_point(Vec3::ZERO);
|
||||
// let top_normal = transform.rotation * Vec3::new(0.0, 1.0, 0.0);
|
||||
// let cap_top_index = mesh_data.positions.len() as u32;
|
||||
// let top_ring_start = (nodes.len() * verts_per_ring) as u32 - verts_per_ring as u32;
|
||||
|
||||
// mesh_data.positions.push(top_point.to_array());
|
||||
// mesh_data.normals.push(top_normal.to_array());
|
||||
// mesh_data.uvs.push([0.5, 0.5]);
|
||||
|
||||
// match node.kind {
|
||||
// TreeNodeKind::EndMeristem => {}
|
||||
// TreeNodeKind::EndCut => {}
|
||||
// _ => {}
|
||||
// }
|
||||
// }
|
||||
// _ => {}
|
||||
// }
|
||||
|
||||
if let Some(node) = nodes.last() {
|
||||
let last_circle_index = match node.kind {
|
||||
TreeNodeKind::EndMeristem => {
|
||||
Some((mesh_data.positions.len() - (RESOLUTION + 1)) as u32)
|
||||
}
|
||||
TreeNodeKind::EndCut => None,
|
||||
_ => None,
|
||||
};
|
||||
close_circle(
|
||||
&mut mesh_data,
|
||||
RESOLUTION,
|
||||
last_circle_index,
|
||||
transform,
|
||||
node.radius,
|
||||
);
|
||||
}
|
||||
|
||||
// let top_point = transform.transform_point(Vec3::ZERO);
|
||||
// let top_normal = transform.rotation * Vec3::new(0.0, 1.0, 0.0);
|
||||
// let cap_top_index = mesh_data.positions.len() as u32;
|
||||
// let top_ring_start = (nodes.len() * verts_per_ring) as u32 - verts_per_ring as u32;
|
||||
|
||||
// mesh_data.positions.push(top_point.to_array());
|
||||
// mesh_data.normals.push(top_normal.to_array());
|
||||
// mesh_data.uvs.push([0.5, 0.5]);
|
||||
|
||||
// for j in 0..RESOLUTION {
|
||||
// let i0 = top_ring_start + j as u32;
|
||||
// let i1 = top_ring_start + ((j + 1) % RESOLUTION) as u32;
|
||||
// mesh_data
|
||||
// .indices
|
||||
// .extend_from_slice(&[cap_top_index, i1, i0]);
|
||||
// }
|
||||
|
||||
mesh_data.to_mesh()
|
||||
}
|
||||
|
||||
@ -236,37 +216,3 @@ fn connect_circles(
|
||||
.extend_from_slice(&[curr, above, next, next, above, above_next]);
|
||||
}
|
||||
}
|
||||
|
||||
fn close_circle(
|
||||
mesh_data: &mut TreeMeshData,
|
||||
resolution: usize,
|
||||
circle_index: Option<u32>,
|
||||
transform: Transform,
|
||||
radius: f32,
|
||||
) {
|
||||
let circle_index_start = match circle_index {
|
||||
Some(index) => index,
|
||||
None => {
|
||||
add_circle_points(mesh_data, resolution, transform, radius, None);
|
||||
(mesh_data.positions.len() - (resolution + 1)) as u32
|
||||
}
|
||||
};
|
||||
|
||||
let center_point = transform.transform_point(Vec3::ZERO);
|
||||
let center_point_index = mesh_data.positions.len() as u32;
|
||||
|
||||
mesh_data.positions.push(center_point.to_array());
|
||||
mesh_data
|
||||
.normals
|
||||
.push((transform.rotation * Vec3::Y).to_array());
|
||||
// TODO: UVs
|
||||
mesh_data.uvs.push([0.5, 0.5]);
|
||||
|
||||
for j in 0..RESOLUTION {
|
||||
let i0 = circle_index_start + j as u32;
|
||||
let i1 = circle_index_start + ((j + 1) % RESOLUTION) as u32;
|
||||
mesh_data
|
||||
.indices
|
||||
.extend_from_slice(&[center_point_index, i1, i0]);
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user