Implement filled gizmos
This commit is contained in:
+38
-18
@@ -2,9 +2,9 @@
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use std::sync::OnceLock;
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use std::sync::OnceLock;
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use bevy::color::palettes::css::ORANGE;
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use bevy::color::palettes::css::{DARK_ORANGE, ORANGE, ORANGE_RED, RED, WHITE};
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use bevy::{color::palettes::css::YELLOW, prelude::*};
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use bevy::{color::palettes::css::YELLOW, prelude::*};
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use bevy_egui::{EguiContexts, egui};
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use bevy_egui::{egui, EguiContexts};
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use crate::debug_tools::{DebugSettings, FighterDebugRowKind};
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use crate::debug_tools::{DebugSettings, FighterDebugRowKind};
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use crate::fighter::animation::FighterAnimationFrame;
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use crate::fighter::animation::FighterAnimationFrame;
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@@ -17,12 +17,13 @@ use crate::fighter::ecb::FighterPreviousECB;
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use crate::fighter::errors::FighterErrors;
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use crate::fighter::errors::FighterErrors;
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use crate::fighter::hurtbox::FixedAffineCapsule;
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use crate::fighter::hurtbox::FixedAffineCapsule;
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use crate::fighter::manifest::FighterManifest;
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use crate::fighter::manifest::FighterManifest;
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use crate::fighter::state::{FighterState, air};
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use crate::fighter::state::{air, FighterState};
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::{
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use crate::fighter::{
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Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterPreviousTranslation,
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Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterPreviousTranslation,
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FighterTranslation, FighterVelocity,
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FighterTranslation, FighterVelocity,
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};
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};
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use crate::filled_gizmos::FilledGizmos;
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use crate::game_settings::GameSettings;
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use crate::game_settings::GameSettings;
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use crate::input::FighterInput;
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use crate::input::FighterInput;
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use crate::math::int::FGi32;
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use crate::math::int::FGi32;
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@@ -38,6 +39,7 @@ pub fn debug_draw_ecb(
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&FighterPreviousTranslation,
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&FighterPreviousTranslation,
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)>,
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)>,
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mut gizmos: Gizmos,
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mut gizmos: Gizmos,
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mut filled_gizmos: FilledGizmos,
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) {
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) {
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for (ecb, trf, ecb_prev, trf_prev) in ecbs {
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for (ecb, trf, ecb_prev, trf_prev) in ecbs {
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gizmos.cross(
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gizmos.cross(
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@@ -46,15 +48,18 @@ pub fn debug_draw_ecb(
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bevy::color::palettes::css::BLUE,
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bevy::color::palettes::css::BLUE,
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);
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);
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let prev_transformed = ecb_prev.to_3d_lineloop(Transform::from_xyz(
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trf_prev.x.to_num::<f32>(),
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trf_prev.y.to_num(),
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0.0,
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));
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filled_gizmos.polygon(&prev_transformed, ORANGE_RED);
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let transformed =
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let transformed =
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ecb.to_3d_lineloop(Transform::from_xyz(trf.x.to_num(), trf.y.to_num(), 0.0));
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ecb.to_3d_lineloop(Transform::from_xyz(trf.x.to_num(), trf.y.to_num(), 0.0));
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gizmos.lineloop(transformed, YELLOW);
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filled_gizmos.polygon(&transformed, ORANGE);
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let prev_transformed = ecb_prev.to_3d_lineloop(Transform::from_xyz(
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gizmos.lineloop(transformed, WHITE);
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trf_prev.x.to_num(),
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trf_prev.y.to_num(),
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-0.1,
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));
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gizmos.lineloop(prev_transformed, ORANGE);
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}
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}
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}
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}
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pub fn fighter_debug(
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pub fn fighter_debug(
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@@ -183,15 +188,23 @@ pub fn animation_debug(
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}
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}
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}
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}
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pub fn hurtbox_debug(query: Query<&FighterSolvedHurtboxes>, mut gizmos: Gizmos) {
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pub fn hurtbox_debug(
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query: Query<&FighterSolvedHurtboxes>,
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mut filled_gizmos: FilledGizmos,
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) {
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for hurtboxes in &query {
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for hurtboxes in &query {
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for hurtbox in &hurtboxes.0 {
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for hurtbox in &hurtboxes.0 {
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draw_affine_capsule(&mut gizmos, hurtbox.capsule, YELLOW);
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filled_gizmos.affine_capsule(
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hurtbox.capsule.transform.to_mat4(),
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hurtbox.capsule.radius.to_num(),
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hurtbox.capsule.half_length.to_num(),
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Color::srgba(1.0, 1.0, 0.0, 0.75),
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);
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}
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}
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}
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}
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}
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}
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fn draw_affine_capsule(
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/*fn draw_affine_capsule(
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gizmos: &mut Gizmos,
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gizmos: &mut Gizmos,
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capsule: FixedAffineCapsule,
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capsule: FixedAffineCapsule,
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color: impl Into<Color> + Copy,
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color: impl Into<Color> + Copy,
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@@ -213,9 +226,9 @@ fn draw_affine_capsule(
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for &(start, end) in &wireframe.lines {
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for &(start, end) in &wireframe.lines {
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gizmos.line(vertices[start], vertices[end], color);
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gizmos.line(vertices[start], vertices[end], color);
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}
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}
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}
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}*/
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struct CapsuleWireVertex {
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/*struct CapsuleWireVertex {
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direction: Vec3,
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direction: Vec3,
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center_sign: f32,
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center_sign: f32,
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}
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}
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@@ -223,9 +236,9 @@ struct CapsuleWireVertex {
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struct CapsuleWireframe {
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struct CapsuleWireframe {
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vertices: Vec<CapsuleWireVertex>,
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vertices: Vec<CapsuleWireVertex>,
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lines: Vec<(usize, usize)>,
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lines: Vec<(usize, usize)>,
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}
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}*/
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fn capsule_wireframe() -> &'static CapsuleWireframe {
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/*fn capsule_wireframe() -> &'static CapsuleWireframe {
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const RESOLUTION: usize = 16;
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const RESOLUTION: usize = 16;
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const HEMISPHERE_STEPS: usize = 4;
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const HEMISPHERE_STEPS: usize = 4;
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static WIREFRAME: OnceLock<CapsuleWireframe> = OnceLock::new();
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static WIREFRAME: OnceLock<CapsuleWireframe> = OnceLock::new();
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@@ -306,7 +319,7 @@ fn capsule_wireframe() -> &'static CapsuleWireframe {
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CapsuleWireframe { vertices, lines }
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CapsuleWireframe { vertices, lines }
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})
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})
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}
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}*/
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#[cfg(test)]
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#[cfg(test)]
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mod capsule_debug_tests {
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mod capsule_debug_tests {
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@@ -356,6 +369,7 @@ pub fn attack_debug(
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&FighterAnimationFrame,
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&FighterAnimationFrame,
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)>,
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)>,
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mut gizmos: Gizmos,
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mut gizmos: Gizmos,
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mut filled_gizmos: FilledGizmos,
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) {
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) {
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for (hitboxes, _matrices, _translation, _facing_direction, _frame) in query {
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for (hitboxes, _matrices, _translation, _facing_direction, _frame) in query {
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if let Some(active_attack) = &hitboxes.0 {
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if let Some(active_attack) = &hitboxes.0 {
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@@ -382,6 +396,12 @@ pub fn attack_debug(
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capsule_draw_trf.to_isometry(),
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capsule_draw_trf.to_isometry(),
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bevy::color::palettes::css::RED,
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bevy::color::palettes::css::RED,
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);
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);
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filled_gizmos.capsule(
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capsule_draw_trf.to_isometry(),
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solved_hitbox.capsule.radius.to_num(),
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length * 0.5,
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Color::srgba(1.0, 0.0, 0.0, 0.18),
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);
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gizmos.cross(start, 1.0, bevy::color::palettes::css::GREEN);
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gizmos.cross(start, 1.0, bevy::color::palettes::css::GREEN);
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gizmos.cross(end, 1.0, bevy::color::palettes::css::GREEN);
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gizmos.cross(end, 1.0, bevy::color::palettes::css::GREEN);
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@@ -0,0 +1,30 @@
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#import bevy_pbr::mesh_functions::{get_world_from_local, mesh_position_local_to_clip}
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@group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> material_color: vec4<f32>;
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struct Vertex {
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@builtin(instance_index) instance_index: u32,
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@location(0) position: vec3<f32>,
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@location(1) color: vec4<f32>,
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec4<f32>,
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};
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var output: VertexOutput;
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output.clip_position = mesh_position_local_to_clip(
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get_world_from_local(vertex.instance_index),
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vec4<f32>(vertex.position, 1.0),
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);
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output.color = vertex.color;
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return output;
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}
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@fragment
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fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
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return material_color * input.color;
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}
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@@ -0,0 +1,418 @@
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//! Immediate-mode filled debug geometry.
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//!
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//! Unlike Bevy's line-only `Gizmos`, this collects triangles into one dynamic
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//! mesh. It is intended for small, transient debug overlays rather than game
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//! geometry.
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use std::f32::consts::{FRAC_PI_2, PI, TAU};
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use bevy::{
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asset::{load_internal_asset, uuid_handle, RenderAssetUsages},
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camera::visibility::NoFrustumCulling,
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ecs::system::SystemParam,
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mesh::{Indices, MeshVertexBufferLayoutRef, PrimitiveTopology},
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pbr::{MaterialPipeline, MaterialPipelineKey},
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prelude::*,
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reflect::TypePath,
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render::render_resource::{
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AsBindGroup, RenderPipelineDescriptor, SpecializedMeshPipelineError,
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},
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shader::ShaderRef,
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};
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const SPHERE_SECTORS: usize = 16;
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const SPHERE_STACKS: usize = 8;
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const CAPSULE_SECTORS: usize = 16;
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const CAPSULE_HEMISPHERE_STEPS: usize = 4;
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#[derive(Default)]
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struct FilledGizmoGeometry {
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positions: Vec<[f32; 3]>,
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normals: Vec<[f32; 3]>,
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colors: Vec<[f32; 4]>,
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indices: Vec<u32>,
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}
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#[derive(Resource, Default)]
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struct FilledGizmoBuffer {
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/// Geometry requested by the current schedule invocation.
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pending: FilledGizmoGeometry,
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/// The last completed fixed-timestep geometry. This is retained between
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/// render frames, just like Bevy's fixed-timestep gizmos.
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retained: FilledGizmoGeometry,
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mesh: Option<Handle<Mesh>>,
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fixed_commit: bool,
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}
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/// Immediate-mode API for drawing filled debug shapes.
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#[derive(SystemParam)]
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pub struct FilledGizmos<'w> {
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buffer: ResMut<'w, FilledGizmoBuffer>,
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}
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impl FilledGizmos<'_> {
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/// Draw a filled planar polygon. Vertices must be ordered around the
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/// perimeter and the polygon must be convex.
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pub fn polygon(&mut self, vertices: &[Vec3], color: impl Into<Color> + Copy) {
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if vertices.len() < 3 {
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return;
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}
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let color = color.into().to_linear().to_f32_array();
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let normal = (vertices[1] - vertices[0])
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.cross(vertices[2] - vertices[0])
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.normalize_or_zero();
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let base = self.buffer.pending.positions.len() as u32;
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for &vertex in vertices {
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self.push_vertex(vertex, normal, color);
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}
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for index in 2..vertices.len() as u32 {
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self.buffer
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.pending
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.indices
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.extend([base, base + index - 1, base + index]);
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}
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}
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pub fn sphere(&mut self, isometry: Isometry3d, radius: f32, color: impl Into<Color> + Copy) {
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if radius <= 0.0 {
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return;
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}
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let color = color.into().to_linear().to_f32_array();
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let base = self.buffer.pending.positions.len() as u32;
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for stack in 0..=SPHERE_STACKS {
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let latitude = PI * 0.5 - stack as f32 * PI / SPHERE_STACKS as f32;
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let (sin_lat, cos_lat) = latitude.sin_cos();
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for sector in 0..=SPHERE_SECTORS {
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let longitude = sector as f32 * TAU / SPHERE_SECTORS as f32;
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let (sin_lon, cos_lon) = longitude.sin_cos();
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let normal = Vec3::new(cos_lat * cos_lon, sin_lat, cos_lat * sin_lon);
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self.push_vertex(
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isometry.transform_point(normal * radius).into(),
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isometry.rotation * normal,
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color,
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);
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}
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}
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let stride = SPHERE_SECTORS + 1;
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for stack in 0..SPHERE_STACKS {
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for sector in 0..SPHERE_SECTORS {
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let a = base + (stack * stride + sector) as u32;
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let b = a + stride as u32;
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self.buffer
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.pending
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.indices
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.extend([a, b, a + 1, a + 1, b, b + 1]);
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}
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}
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}
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pub fn capsule(
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&mut self,
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isometry: Isometry3d,
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radius: f32,
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half_length: f32,
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color: impl Into<Color> + Copy,
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) {
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let transform = Mat4::from_scale_rotation_translation(
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Vec3::ONE,
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isometry.rotation,
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isometry.translation.into(),
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|
);
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self.affine_capsule(transform, radius, half_length, color);
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}
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|
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/// Draw a capsule transformed by an arbitrary affine transform.
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pub fn affine_capsule(
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&mut self,
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transform: Mat4,
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radius: f32,
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|
half_length: f32,
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color: impl Into<Color> + Copy,
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) {
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if radius <= 0.0 {
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|
return;
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|
}
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let color = color.into().to_linear().to_f32_array();
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let base = self.buffer.pending.positions.len() as u32;
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let mut rings = Vec::new();
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for step in 1..=CAPSULE_HEMISPHERE_STEPS {
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let angle = -FRAC_PI_2 + step as f32 * FRAC_PI_2 / CAPSULE_HEMISPHERE_STEPS as f32;
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rings.push((
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radius * angle.cos(),
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-half_length + radius * angle.sin(),
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angle.sin(),
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));
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}
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rings.push((radius, half_length, 0.0));
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for step in 1..CAPSULE_HEMISPHERE_STEPS {
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let angle = step as f32 * FRAC_PI_2 / CAPSULE_HEMISPHERE_STEPS as f32;
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rings.push((
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radius * angle.cos(),
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half_length + radius * angle.sin(),
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|
angle.sin(),
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));
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}
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|
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let mut ring_indices = Vec::new();
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let bottom_pole = self.push_capsule_vertex(
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&mut ring_indices,
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|
transform,
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|
Vec3::NEG_Y,
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|
-half_length,
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|
radius,
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|
color,
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|
);
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|
for &(ring_radius, y, normal_y) in &rings {
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|
let mut ring = Vec::with_capacity(CAPSULE_SECTORS);
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|
for sector in 0..CAPSULE_SECTORS {
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|
let angle = sector as f32 * TAU / CAPSULE_SECTORS as f32;
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||||||
|
let (sin, cos) = angle.sin_cos();
|
||||||
|
let normal = Vec3::new(
|
||||||
|
cos * (1.0 - normal_y * normal_y).sqrt(),
|
||||||
|
normal_y,
|
||||||
|
sin * (1.0 - normal_y * normal_y).sqrt(),
|
||||||
|
);
|
||||||
|
ring.push(self.push_transformed_vertex(
|
||||||
|
transform,
|
||||||
|
Vec3::new(cos * ring_radius, y, sin * ring_radius),
|
||||||
|
normal,
|
||||||
|
color,
|
||||||
|
));
|
||||||
|
}
|
||||||
|
ring_indices.push(ring);
|
||||||
|
}
|
||||||
|
let top_pole = self.push_capsule_vertex(
|
||||||
|
&mut ring_indices,
|
||||||
|
transform,
|
||||||
|
Vec3::Y,
|
||||||
|
half_length,
|
||||||
|
radius,
|
||||||
|
color,
|
||||||
|
);
|
||||||
|
for sector in 0..CAPSULE_SECTORS {
|
||||||
|
let next = (sector + 1) % CAPSULE_SECTORS;
|
||||||
|
self.buffer.pending.indices.extend([
|
||||||
|
bottom_pole,
|
||||||
|
ring_indices[0][next],
|
||||||
|
ring_indices[0][sector],
|
||||||
|
]);
|
||||||
|
for ring in ring_indices.windows(2) {
|
||||||
|
self.buffer.pending.indices.extend([
|
||||||
|
ring[0][sector],
|
||||||
|
ring[0][next],
|
||||||
|
ring[1][sector],
|
||||||
|
ring[1][sector],
|
||||||
|
ring[0][next],
|
||||||
|
ring[1][next],
|
||||||
|
]);
|
||||||
|
}
|
||||||
|
let last = ring_indices.len() - 1;
|
||||||
|
self.buffer.pending.indices.extend([
|
||||||
|
ring_indices[last][sector],
|
||||||
|
ring_indices[last][next],
|
||||||
|
top_pole,
|
||||||
|
]);
|
||||||
|
}
|
||||||
|
// Keep the base used by this shape observable to avoid accidental
|
||||||
|
// future changes making the generated indices refer to another shape.
|
||||||
|
debug_assert!(base <= bottom_pole);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn push_capsule_vertex(
|
||||||
|
&mut self,
|
||||||
|
_rings: &mut Vec<Vec<u32>>,
|
||||||
|
transform: Mat4,
|
||||||
|
normal: Vec3,
|
||||||
|
y: f32,
|
||||||
|
radius: f32,
|
||||||
|
color: [f32; 4],
|
||||||
|
) -> u32 {
|
||||||
|
self.push_transformed_vertex(
|
||||||
|
transform,
|
||||||
|
Vec3::new(0.0, y + normal.y * radius, 0.0),
|
||||||
|
normal,
|
||||||
|
color,
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn push_transformed_vertex(
|
||||||
|
&mut self,
|
||||||
|
transform: Mat4,
|
||||||
|
position: Vec3,
|
||||||
|
normal: Vec3,
|
||||||
|
color: [f32; 4],
|
||||||
|
) -> u32 {
|
||||||
|
let transformed_normal = transform
|
||||||
|
.inverse()
|
||||||
|
.transpose()
|
||||||
|
.transform_vector3(normal)
|
||||||
|
.normalize_or_zero();
|
||||||
|
let index = self.buffer.pending.positions.len() as u32;
|
||||||
|
self.push_vertex(
|
||||||
|
transform.transform_point3(position),
|
||||||
|
transformed_normal,
|
||||||
|
color,
|
||||||
|
);
|
||||||
|
index
|
||||||
|
}
|
||||||
|
|
||||||
|
fn push_vertex(&mut self, position: Vec3, normal: Vec3, color: [f32; 4]) {
|
||||||
|
self.buffer.pending.positions.push(position.to_array());
|
||||||
|
self.buffer.pending.normals.push(normal.to_array());
|
||||||
|
self.buffer.pending.colors.push(color);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct FilledGizmosPlugin;
|
||||||
|
|
||||||
|
const FILLED_GIZMO_SHADER_HANDLE: Handle<Shader> =
|
||||||
|
uuid_handle!("0e4a979f-ea11-4e5a-91cd-19c89d4e9b53");
|
||||||
|
|
||||||
|
/// A deliberately minimal material: unlike `StandardMaterial`, its fragment
|
||||||
|
/// shader writes vertex colors directly and therefore bypasses PBR lighting
|
||||||
|
/// and camera tonemapping.
|
||||||
|
#[derive(Asset, AsBindGroup, Clone, Debug, TypePath)]
|
||||||
|
struct FilledGizmoMaterial {
|
||||||
|
#[uniform(0)]
|
||||||
|
color: LinearRgba,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Material for FilledGizmoMaterial {
|
||||||
|
fn vertex_shader() -> ShaderRef {
|
||||||
|
FILLED_GIZMO_SHADER_HANDLE.clone().into()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn fragment_shader() -> ShaderRef {
|
||||||
|
FILLED_GIZMO_SHADER_HANDLE.clone().into()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn alpha_mode(&self) -> AlphaMode {
|
||||||
|
AlphaMode::Blend
|
||||||
|
}
|
||||||
|
|
||||||
|
fn enable_prepass() -> bool {
|
||||||
|
false
|
||||||
|
}
|
||||||
|
|
||||||
|
fn enable_shadows() -> bool {
|
||||||
|
false
|
||||||
|
}
|
||||||
|
|
||||||
|
fn specialize(
|
||||||
|
_pipeline: &MaterialPipeline,
|
||||||
|
descriptor: &mut RenderPipelineDescriptor,
|
||||||
|
layout: &MeshVertexBufferLayoutRef,
|
||||||
|
_key: MaterialPipelineKey<Self>,
|
||||||
|
) -> Result<(), SpecializedMeshPipelineError> {
|
||||||
|
descriptor.vertex.buffers = vec![layout.0.get_layout(&[
|
||||||
|
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
|
||||||
|
Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
|
||||||
|
])?];
|
||||||
|
descriptor.primitive.cull_mode = None;
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Plugin for FilledGizmosPlugin {
|
||||||
|
fn build(&self, app: &mut App) {
|
||||||
|
load_internal_asset!(
|
||||||
|
app,
|
||||||
|
FILLED_GIZMO_SHADER_HANDLE,
|
||||||
|
"filled_gizmo.wgsl",
|
||||||
|
Shader::from_wgsl
|
||||||
|
);
|
||||||
|
app.add_plugins(MaterialPlugin::<FilledGizmoMaterial>::default())
|
||||||
|
.init_resource::<FilledGizmoBuffer>()
|
||||||
|
.add_systems(Startup, setup_filled_gizmo_mesh)
|
||||||
|
.add_systems(FixedFirst, begin_fixed_filled_gizmos)
|
||||||
|
.add_systems(FixedLast, commit_fixed_filled_gizmos)
|
||||||
|
.add_systems(Last, upload_filled_gizmo_mesh);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn setup_filled_gizmo_mesh(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut meshes: ResMut<Assets<Mesh>>,
|
||||||
|
mut materials: ResMut<Assets<FilledGizmoMaterial>>,
|
||||||
|
mut buffer: ResMut<FilledGizmoBuffer>,
|
||||||
|
) {
|
||||||
|
let mesh = meshes.add(
|
||||||
|
Mesh::new(
|
||||||
|
PrimitiveTopology::TriangleList,
|
||||||
|
RenderAssetUsages::default(),
|
||||||
|
)
|
||||||
|
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vec![[0.0; 3]; 3])
|
||||||
|
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 3])
|
||||||
|
.with_inserted_attribute(Mesh::ATTRIBUTE_COLOR, vec![[0.0, 0.0, 0.0, 0.0]; 3])
|
||||||
|
.with_inserted_indices(Indices::U32(vec![0, 1, 2])),
|
||||||
|
);
|
||||||
|
let material = materials.add(FilledGizmoMaterial {
|
||||||
|
color: LinearRgba::WHITE,
|
||||||
|
});
|
||||||
|
commands.spawn((
|
||||||
|
Mesh3d(mesh.clone()),
|
||||||
|
MeshMaterial3d(material),
|
||||||
|
NoFrustumCulling,
|
||||||
|
));
|
||||||
|
buffer.mesh = Some(mesh);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn begin_fixed_filled_gizmos(mut buffer: ResMut<FilledGizmoBuffer>) {
|
||||||
|
buffer.pending = FilledGizmoGeometry::default();
|
||||||
|
buffer.fixed_commit = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn commit_fixed_filled_gizmos(mut buffer: ResMut<FilledGizmoBuffer>) {
|
||||||
|
let pending = std::mem::take(&mut buffer.pending);
|
||||||
|
buffer.pending = std::mem::replace(&mut buffer.retained, pending);
|
||||||
|
buffer.fixed_commit = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn upload_filled_gizmo_mesh(
|
||||||
|
mut meshes: ResMut<Assets<Mesh>>,
|
||||||
|
mut buffer: ResMut<FilledGizmoBuffer>,
|
||||||
|
) {
|
||||||
|
// No fixed tick and no render-frame requests means the existing mesh is
|
||||||
|
// already the correct image. In particular, do not replace it with the
|
||||||
|
// empty placeholder between fixed updates.
|
||||||
|
if !buffer.fixed_commit && buffer.pending.positions.is_empty() {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let Some(handle) = buffer.mesh.clone() else {
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
|
||||||
|
let (positions, normals, colors, indices) = if buffer.fixed_commit {
|
||||||
|
// Retained geometry must remain in the CPU-side buffer after upload;
|
||||||
|
// otherwise the next render frame would have nothing to draw.
|
||||||
|
(
|
||||||
|
buffer.retained.positions.clone(),
|
||||||
|
buffer.retained.normals.clone(),
|
||||||
|
buffer.retained.colors.clone(),
|
||||||
|
buffer.retained.indices.clone(),
|
||||||
|
)
|
||||||
|
} else {
|
||||||
|
(
|
||||||
|
std::mem::take(&mut buffer.pending.positions),
|
||||||
|
std::mem::take(&mut buffer.pending.normals),
|
||||||
|
std::mem::take(&mut buffer.pending.colors),
|
||||||
|
std::mem::take(&mut buffer.pending.indices),
|
||||||
|
)
|
||||||
|
};
|
||||||
|
|
||||||
|
if let Some(mut mesh) = meshes.get_mut(&handle) {
|
||||||
|
if positions.is_empty() {
|
||||||
|
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vec![[0.0; 3]; 3]);
|
||||||
|
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 3]);
|
||||||
|
mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, vec![[0.0, 0.0, 0.0, 0.0]; 3]);
|
||||||
|
mesh.insert_indices(Indices::U32(vec![0, 1, 2]));
|
||||||
|
} else {
|
||||||
|
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions);
|
||||||
|
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
|
||||||
|
mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors);
|
||||||
|
mesh.insert_indices(Indices::U32(indices));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
buffer.pending = FilledGizmoGeometry::default();
|
||||||
|
buffer.fixed_commit = false;
|
||||||
|
}
|
||||||
@@ -42,6 +42,7 @@ pub mod blend_asset;
|
|||||||
pub mod camera;
|
pub mod camera;
|
||||||
pub mod debug_tools;
|
pub mod debug_tools;
|
||||||
pub mod fighter;
|
pub mod fighter;
|
||||||
|
pub mod filled_gizmos;
|
||||||
pub mod game_settings;
|
pub mod game_settings;
|
||||||
pub mod input;
|
pub mod input;
|
||||||
pub mod match_loading;
|
pub mod match_loading;
|
||||||
@@ -114,6 +115,7 @@ impl Plugin for GamePlugin {
|
|||||||
input::FighterInputPlugin,
|
input::FighterInputPlugin,
|
||||||
replay::ReplayPlugin,
|
replay::ReplayPlugin,
|
||||||
debug_tools::DebugToolsPlugin,
|
debug_tools::DebugToolsPlugin,
|
||||||
|
filled_gizmos::FilledGizmosPlugin,
|
||||||
fighter::FighterPlugin,
|
fighter::FighterPlugin,
|
||||||
fighter::baked_animation::BakedAnimationPlugin,
|
fighter::baked_animation::BakedAnimationPlugin,
|
||||||
scripting::importer::FighterScriptImportPlugin,
|
scripting::importer::FighterScriptImportPlugin,
|
||||||
|
|||||||
Reference in New Issue
Block a user