Compare commits

..

4 Commits

Author SHA1 Message Date
783d4999a7 debug 2024-02-24 20:17:00 -08:00
42b2d3d50f works 2024-02-21 21:39:54 -08:00
c642974997 logic transfer 2024-02-21 21:18:19 -08:00
699affa625 logic transfer 2024-02-21 21:18:04 -08:00
4 changed files with 273 additions and 3 deletions

2
.gitignore vendored
View File

@@ -1 +1,3 @@
/target /target
*.lock
.idea/*

View File

@@ -16,3 +16,4 @@ fj-math = "0.47.0"
fj-interop = "0.47.0" fj-interop = "0.47.0"
fj-core = "0.47.0" fj-core = "0.47.0"
fj-export = "0.47.0" fj-export = "0.47.0"
rand = "0.8.5"

270
src/lib.rs Normal file
View File

@@ -0,0 +1,270 @@
// Importing Bevy ECS components and systems
use bevy::ecs::component::Component;
use bevy::ecs::system::{Commands, Query};
use bevy::ecs::entity::Entity;
use bevy::ecs::query::Without;
use bevy::ecs::system::ResMut;
// Importing Bevy assets and rendering related components
use bevy::prelude::{Mesh, shape};
use bevy::render::mesh::{Indices, PrimitiveTopology};
use bevy::asset::Assets;
use bevy::pbr::{PbrBundle, StandardMaterial};
use bevy::render::color::Color;
use bevy::transform::components::Transform;
use bevy::utils::default;
// Importing Bevy application related components
use bevy::app::{App, Plugin, Update};
// Importing Fj-core functionalities
use fj_core::algorithms::approx::Tolerance;
use fj_core::algorithms::bounding_volume::BoundingVolume;
use fj_core::algorithms::sweep::Sweep;
use fj_core::algorithms::triangulate::Triangulate;
use fj_core::objects::{Cycle, Region, Shell, Sketch, Solid};
use fj_core::operations::{BuildCycle, BuildRegion, BuildSketch, Insert, Reverse, UpdateRegion, UpdateSketch};
use fj_core::services::Services;
use fj_core::storage::Handle as FjHandle;
// Importing Fj-interop mesh
use fj_interop::mesh::Mesh as FjMesh;
// Importing Fj-math and other standard functionalities
use fj_math::{Aabb, Point, Scalar, Vector};
use std::ops::Deref;
use bevy::math::Vec3;
use fj_core::geometry::curve::GlobalPath;
use rand::Rng;
trait ToVec3 {
fn to_vec3(&self) -> bevy::prelude::Vec3;
}
impl ToVec3 for fj_math::Point<3> {
fn to_vec3(&self) -> bevy::prelude::Vec3 {
bevy::prelude::Vec3::new(self.x.into_f32(), self.y.into_f32(), self.z.into_f32())
}
}
impl ToVec3 for fj_math::Vector<3> {
fn to_vec3(&self) -> bevy::prelude::Vec3 {
bevy::prelude::Vec3::new(self.x.into_f32(), self.y.into_f32(), self.z.into_f32())
}
}
#[derive(Component)]
struct FjSolidWrapper{
handle: fj_core::storage::Handle<Solid>,
}
#[derive(Component, Debug)]
pub struct FjMeshWrapper {
pub mesh: FjMesh<Point<3>>,
pub handle: FjHandle<Solid>,
}
#[derive(Component)]
struct FjConvertedFlag;
pub struct FjRenderPlugin;
impl Plugin for FjRenderPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, update_fj_model_system);
}
}
fn generate_uv_mapping(fj_mesh: &FjMesh<Point<3>>) -> Vec<[f32; 2]> {
let mut uvs = Vec::new();
for vertex in fj_mesh.vertices() {
let x = vertex.coords.x.into_f32();
let y = vertex.coords.y.into_f32();
// Here we're using x and y coordinates as u and v
uvs.push([x, y]);
uvs.push([x, y]);
uvs.push([x, y]);
uvs.push([x, y]);
uvs.push([x, y]);
uvs.push([x, y]);
}
uvs
}
fn generate_normals(fj_mesh: &FjMesh<Point<3>>) -> Vec<[f32; 3]> {
let mut normals = Vec::new();
for triangle in fj_mesh.triangles() {
let normal = triangle.inner.normal();
normals.push([normal.x.into_f32(), normal.y.into_f32(), normal.z.into_f32()]);
normals.push([normal.x.into_f32(), normal.y.into_f32(), normal.z.into_f32()]);
normals.push([normal.x.into_f32(), normal.y.into_f32(), normal.z.into_f32()]);
}
normals
}
fn generate_positions(fj_mesh: &FjMesh<Point<3>>) -> Vec<[f32; 3]> {
let mut positions = Vec::new();
// Iterate through each triangle
for triangle in fj_mesh.triangles() {
// For each vertex index in the triangle
for vertex_index in triangle.inner.points() {
positions.push([vertex_index.x.into_f32(), vertex_index.y.into_f32(), vertex_index.z.into_f32()]);
}
}
positions
}
fn generate_indices(fj_mesh: &FjMesh<Point<3>>) -> Vec<u32> {
let mut num_positions = 0;
// Count the total number of positions (3 per triangle)
for triangle in fj_mesh.triangles() {
num_positions += 3;
}
// Generate the indices [0, 1, 2, ..., num_positions-1]
(0..num_positions as u32).collect()
}
// Need to take a solid, and return all the data needed to create a Bevy Mesh from scratch
pub fn convert_mesh(fj_mesh: &FjMesh<Point<3>>) -> Mesh {
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, generate_positions(&fj_mesh));
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, generate_normals(&fj_mesh));
// mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, generate_uv_mapping(&fj_mesh));
mesh.set_indices(Some(Indices::U32(generate_indices(&fj_mesh))));
mesh
}
fn update_fj_model_system(
mut commands: Commands,
query: Query<(Entity, &FjMeshWrapper), Without<FjConvertedFlag>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
for (entity, solid) in &query {
let bevy_mesh = convert_mesh(&solid.mesh);
commands.entity(entity).insert(
(
PbrBundle {
mesh: meshes.add(Mesh::from(bevy_mesh.clone())),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
},
FjConvertedFlag
));
add_debug_info_to_entity(&mut commands, solid, &mut meshes, &mut materials);
}
}
fn add_debug_info_to_entity(mut commands: &mut Commands,
fj_model: &FjMeshWrapper,
mut meshes: &mut ResMut<Assets<Mesh>>,
mut materials: &mut ResMut<Assets<StandardMaterial>>
) {
for shell in fj_model.handle.shells() {
println!("{:?}. shell", shell);
for face in shell.faces() {
println!("{:?}. face", face);
let surface = face.surface();
let geom = surface.geometry();
let geom_sweep_vector = geom.v;
match geom.u {
GlobalPath::Circle(x) => {
x.aabb();
}
GlobalPath::Line(x) => {
let origin = x.origin();
let direction = x.direction();
let opposite_corner = Vec3::new(
origin.x.into_f32() + direction.x.into_f32() + 0.01,
origin.y.into_f32() + direction.y.into_f32() + 0.01,
origin.z.into_f32() + direction.z.into_f32() + 0.01,
);
let mut rng = rand::thread_rng();
let red: f32 = rng.gen_range(0.0..1.0);
let green: f32 = rng.gen_range(0.0..1.0);
let blue: f32 = rng.gen_range(0.0..1.0);
commands.spawn(( // line on base of sweep
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Box::from_corners(opposite_corner.into(), origin.to_vec3()))),
material: materials.add(Color::rgb(red, green, blue).into()),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
},
// RaycastPickTarget::default(), // <- Needed for the raycast backend.
// PickableBundle::default() // <- This one too
));
commands.spawn(( // line on top of sweep, just offset by the sweep vector
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Box::from_corners(opposite_corner.into(), origin.to_vec3()))),
material: materials.add(Color::rgb(red, green, blue).into()),
transform: Transform::from_xyz(geom_sweep_vector.x.into_f32(), geom_sweep_vector.y.into_f32(), geom_sweep_vector.z.into_f32()),
..default()
},
// RaycastPickTarget::default(), // <- Needed for the raycast backend.
// PickableBundle::default() // <- This one too
));
commands.spawn(( // line following the sweep
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Box::from_corners(origin.to_vec3() + geom_sweep_vector.to_vec3(), origin.to_vec3() + 0.01))),
material: materials.add(Color::rgb(red, green, blue).into()),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
},
// RaycastPickTarget::default(), // <- Needed for the raycast backend.
// PickableBundle::default() // <- This one too
));
commands.spawn(( // vertex
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.025 })),
material: materials.add(Color::rgb(1.0, 1.0, 1.0).into()),
transform: Transform::from_xyz(origin.to_xyz().x.into_f32(), origin.to_xyz().y.into_f32(), origin.to_xyz().z.into_f32()),
..default()
},
// RaycastPickTarget::default(), // <- Needed for the raycast backend.
// PickableBundle::default() // <- This one too
));
commands.spawn(( // swept vertex
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.025 })),
material: materials.add(Color::rgb(1.0, 1.0, 1.0).into()),
transform: Transform::from_xyz(
origin.to_xyz().x.into_f32() + geom_sweep_vector.to_vec3().x,
origin.to_xyz().y.into_f32() + geom_sweep_vector.to_vec3().y,
origin.to_xyz().z.into_f32() + geom_sweep_vector.to_vec3().z,
),
// transform: Transform::from_scale(origin.to_vec3() + geom_sweep_vector.to_vec3()),
..default()
},
// RaycastPickTarget::default(), // <- Needed for the raycast backend.
// PickableBundle::default(), // <- This one too
// I want to insert a component when dragging starts, that contains
// data about the exact ray hit location.
// On::<Pointer<DragStart>>::run(run),
// On::<Pointer<DragStart>>::target_insert(DragCaster::default()),
// On::<Pointer<Drag>>::target_component_mut::<DragCaster>(|drag, mut caster| {
// caster.hit_location = drag.hit.position.unwrap();
//
// // (*transform).translation = transform.translation + Vec3::new(-drag.delta.x / 100.0, 0.0, drag.delta.y / 100.0);
// }),
// On::<Pointer<Drag>>::target_component_mut::<DragCaster>(|drag, mut caster| {
// drag.distance
// // (*transform).translation = transform.translation + Vec3::new(-drag.delta.x / 100.0, 0.0, drag.delta.y / 100.0);
// }),
));
}
}
}
}
}

View File

@@ -1,3 +0,0 @@
fn main() {
println!("Hello, world!");
}