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add an example for intersection plane #249
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Thanks! It would be great to figure out some better lighting so that the diamond’s shape doesn’t look completely flat.
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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all this is lengthy, but unfortunately there's not much way around it (see not-fl3/macroquad#321); it would be good to settle on a "common" library for all examples, but as it's the first 3d example this might be ok to keep it here, and we'll move it out with the next example, probably #250
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🎉
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#[macroquad::main("parry3d::query::PlaneIntersection")] | ||
async fn main() { | ||
let trimesh = Cuboid::new(Vector3::new(1.0, 1.0, 1.0)).to_trimesh(); |
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let trimesh = Cuboid::new(Vector3::new(1.0, 1.0, 1.0)).to_trimesh(); | |
let trimesh = Cuboid::new(Vector3::repeat(1.0)).to_trimesh(); |
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// Get the intersection polyline. | ||
let intersection_result = trimesh.intersection_with_local_plane( | ||
&UnitVector3::new_normalize(Vector3::<Real>::new( |
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Is the type parameter annotation really necessary?
&UnitVector3::new_normalize(Vector3::<Real>::new( | |
&UnitVector3::new_normalize(Vector3::new( |
Interesting CI failure. Hopefully now that |
intersection_with_local_plane
#248Screencast.from.08-05-2024.06.05.14.PM.webm