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add an example for intersection plane (#249)
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use macroquad::models::Vertex; | ||
use macroquad::prelude::*; | ||
use nalgebra::{Point3, UnitVector3, Vector3}; | ||
use parry3d::math::Real; | ||
use parry3d::query::IntersectResult; | ||
use parry3d::shape::{Cuboid, TriMesh}; | ||
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#[macroquad::main("parry3d::query::PlaneIntersection")] | ||
async fn main() { | ||
let trimesh = Cuboid::new(Vector3::repeat(1.0)).to_trimesh(); | ||
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let camera_pos = Vec3::new(-1.5f32, 2.5f32, -3f32); | ||
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let mesh = mquad_mesh_from_points(&trimesh, camera_pos); | ||
let trimesh = TriMesh::new(trimesh.0, trimesh.1); | ||
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for _ in 1.. { | ||
clear_background(BLACK); | ||
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let elapsed_time = get_time(); | ||
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// Animated rotation for the intersection plane. | ||
let bias = -1.2 * (elapsed_time as f32 / 3f32).sin(); | ||
let rotation = Quat::from_axis_angle(Vec3::Z, (elapsed_time as f32 * 40f32).to_radians()); | ||
let up_plane_vector = rotation * Vec3::Y; | ||
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// Get the intersection polyline. | ||
let intersection_result = trimesh.intersection_with_local_plane( | ||
&UnitVector3::new_normalize(Vector3::new( | ||
up_plane_vector.x, | ||
up_plane_vector.y, | ||
up_plane_vector.z, | ||
)), | ||
bias, | ||
0.0005, | ||
); | ||
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// Initialize 3D camera. | ||
set_camera(&Camera3D { | ||
position: camera_pos, | ||
up: Vec3::new(0f32, 1f32, 0f32), | ||
target: Vec3::new(0.5f32, 0f32, 0.5f32), | ||
..Default::default() | ||
}); | ||
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// Draw involved shapes. | ||
let plane_center = up_plane_vector * bias; | ||
draw_line_3d(plane_center, plane_center + up_plane_vector, GREEN); | ||
draw_mesh(&mesh); | ||
draw_grid_ex(10, 0.333, BLUE, RED, plane_center, rotation); | ||
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/* | ||
* | ||
* Render the intersection. | ||
* | ||
*/ | ||
match intersection_result { | ||
IntersectResult::Intersect(points) => { | ||
draw_polyline( | ||
points | ||
.segments() | ||
.map(|s| (mquad_from_na(s.a), mquad_from_na(s.b))) | ||
.collect(), | ||
Color::new(0f32, 1f32, 0f32, 1f32), | ||
); | ||
set_default_camera(); | ||
draw_text("Intersection found!"); | ||
} | ||
IntersectResult::Negative => { | ||
set_default_camera(); | ||
draw_text("No intersection found, the shape is below the plane."); | ||
} | ||
IntersectResult::Positive => { | ||
set_default_camera(); | ||
draw_text("No intersection found, the shape is above the plane."); | ||
} | ||
} | ||
next_frame().await | ||
} | ||
} | ||
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fn mquad_mesh_from_points(trimesh: &(Vec<Point3<Real>>, Vec<[u32; 3]>), camera_pos: Vec3) -> Mesh { | ||
let (points, indices) = trimesh; | ||
// Transform the parry mesh into a mquad Mesh | ||
let (mquad_points, mquad_indices) = ( | ||
points | ||
.iter() | ||
.map(|p| Vertex { | ||
position: mquad_from_na(*p), | ||
uv: Vec2::new(p.x, p.y), | ||
color: DARKGRAY, | ||
}) | ||
.collect(), | ||
indices.iter().flatten().map(|v| *v as u16).collect(), | ||
); | ||
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// Macroquad doesn´t support adding normals to vertices, so we'll bake a color into these vertices. | ||
// See https://github.com/not-fl3/macroquad/issues/321. | ||
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// Compute the normal of each vertex, making them unique | ||
let vertices: Vec<Vertex> = mquad_compute_normals(&mquad_points, &mquad_indices, camera_pos); | ||
// Regenerate the index for each vertex. | ||
let indices: Vec<u16> = (0..vertices.len() * 3) | ||
.into_iter() | ||
.map(|i| i as u16) | ||
.collect(); | ||
let mesh = Mesh { | ||
vertices, | ||
indices, | ||
texture: None, | ||
}; | ||
mesh | ||
} | ||
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fn mquad_compute_normals(points: &Vec<Vertex>, indices: &Vec<u16>, cam_pos: Vec3) -> Vec<Vertex> { | ||
let mut vertices: Vec<Vertex> = Vec::<Vertex>::new(); | ||
for indices in indices.chunks(3) { | ||
let v0 = &points[indices[0] as usize]; | ||
let v1 = &points[indices[1] as usize]; | ||
let v2 = &points[indices[2] as usize]; | ||
let normal = (v0.position - v2.position) | ||
.cross(v1.position - v2.position) | ||
.normalize(); | ||
let brightness_mod = 0.2 + (0.8 / 2.) * (normal.dot(cam_pos) + 1.); | ||
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for &i in indices.iter() { | ||
let mut color = points[i as usize].color; | ||
color.r *= brightness_mod; | ||
color.g *= brightness_mod; | ||
color.b *= brightness_mod; | ||
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vertices.push(Vertex { | ||
position: points[i as usize].position, | ||
uv: Vec2::ZERO, | ||
color: color, | ||
}); | ||
} | ||
} | ||
vertices | ||
} | ||
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fn draw_polyline(polygon: Vec<(Vec3, Vec3)>, color: Color) { | ||
for i in 0..polygon.len() { | ||
let a = polygon[i].0; | ||
let b = polygon[i].1; | ||
draw_line_3d(a, b, color); | ||
} | ||
} | ||
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fn mquad_from_na(a: Point3<Real>) -> Vec3 { | ||
Vec3::new(a.x, a.y, a.z) | ||
} | ||
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fn draw_text(text: &str) { | ||
macroquad::text::draw_text(text, 10.0, 48.0 + 18.0, 30.0, WHITE); | ||
} |