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add an example for intersection plane #249

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17 changes: 15 additions & 2 deletions crates/parry3d/Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -22,11 +22,23 @@ workspace = true
[features]
default = ["required-features", "std"]
required-features = ["dim3", "f32"]
std = ["nalgebra/std", "slab", "rustc-hash", "simba/std", "arrayvec/std", "spade", "thiserror"]
std = [
"nalgebra/std",
"slab",
"rustc-hash",
"simba/std",
"arrayvec/std",
"spade",
"thiserror",
]
dim3 = []
f32 = []
serde-serialize = ["serde", "nalgebra/serde-serialize", "bitflags/serde"]
rkyv-serialize = ["rkyv/validation", "nalgebra/rkyv-serialize", "simba/rkyv-serialize"]
rkyv-serialize = [
"rkyv/validation",
"nalgebra/rkyv-serialize",
"simba/rkyv-serialize",
]
bytemuck-serialize = ["bytemuck", "nalgebra/convert-bytemuck"]

simd-stable = ["simba/wide", "simd-is-enabled"]
Expand Down Expand Up @@ -76,3 +88,4 @@ obj = { version = "0.10.2", optional = true }
oorandom = "11"
ptree = "0.4.0"
rand = { version = "0.8" }
macroquad = "0.4"
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::new(1.0, 1.0, 1.0)).to_trimesh();
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Suggested change
let trimesh = Cuboid::new(Vector3::new(1.0, 1.0, 1.0)).to_trimesh();
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::<Real>::new(
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Is the type parameter annotation really necessary?

Suggested change
&UnitVector3::new_normalize(Vector3::<Real>::new(
&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
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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


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);
}