Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

add an example for intersection plane #249

Merged
merged 8 commits into from
Aug 9, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions crates/parry3d/Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -88,6 +88,7 @@ obj = { version = "0.10.2", optional = true }
oorandom = "11"
ptree = "0.4.0"
rand = { version = "0.8" }
macroquad = "0.4"

[package.metadata.docs.rs]
rustdoc-args = ["-Zunstable-options", "--generate-link-to-definition"]
Expand Down
156 changes: 156 additions & 0 deletions crates/parry3d/examples/plane_intersection.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,156 @@
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};

#[macroquad::main("parry3d::query::PlaneIntersection")]
async fn main() {
let trimesh = Cuboid::new(Vector3::repeat(1.0)).to_trimesh();

let camera_pos = Vec3::new(-1.5f32, 2.5f32, -3f32);

let mesh = mquad_mesh_from_points(&trimesh, camera_pos);
let trimesh = TriMesh::new(trimesh.0, trimesh.1);

for _ in 1.. {
clear_background(BLACK);

let elapsed_time = get_time();

// 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;

// 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,
);

// 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()
});

// 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);

/*
*
* 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
}
}

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(),
);

// 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.

// 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
}

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.);

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;

vertices.push(Vertex {
position: points[i as usize].position,
uv: Vec2::ZERO,
color: color,
});
}
}
vertices
}
Comment on lines +82 to +140
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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


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);
}
}

fn mquad_from_na(a: Point3<Real>) -> Vec3 {
Vec3::new(a.x, a.y, a.z)
}

fn draw_text(text: &str) {
macroquad::text::draw_text(text, 10.0, 48.0 + 18.0, 30.0, WHITE);
}