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use bevy::{
asset::{Assets, Handle},
ecs::{
system::{Command, Commands},
world::World,
},
math::{IVec3, Vec3},
pbr::StandardMaterial,
render::mesh::Mesh,
};
use ndshape::Shape;
use crate::{VoxelModelCollection, VoxelModelInstance};
use super::{RawVoxel, Voxel, VoxelModel, VoxelQueryable};
/// Command that programatically modifies the voxels in a model.
///
/// This command will run the closure against every voxel within the region of the model.
///
/// ### Example
/// ```no_run
/// # use bevy::prelude::*;
/// # use bevy_vox_scene::{VoxelModelInstance, ModifyVoxelCommandsExt, VoxelRegionMode, VoxelRegion, Voxel};
/// # let mut commands: Commands = panic!();
/// # let model_instance: VoxelModelInstance = panic!();
/// // cut a sphere-shaped hole out of the loaded model
/// let sphere_center = IVec3::new(10, 10, 10);
/// let radius = 10;
/// let radius_squared = radius * radius;
/// let region = VoxelRegion {
/// origin: sphere_center - IVec3::splat(radius),
/// size: IVec3::splat(1 + (radius * 2)),
/// };
/// commands.modify_voxel_model(
/// model_instance.clone(),
/// VoxelRegionMode::Box(region),
/// move | position, voxel, model | {
/// // a signed-distance function for a sphere:
/// if position.distance_squared(sphere_center) <= radius_squared {
/// // inside of the sphere, return an empty cell
/// Voxel::EMPTY
/// } else {
/// // outside the sphere, return the underlying voxel value from the model
/// voxel.clone()
/// }
/// },
/// );
/// ```
pub trait ModifyVoxelCommandsExt {
/// Run the `modify` closure against every voxel within the `region` of the `model`.
///
/// ### Arguments
/// * `model` - the id of the [`VoxelModel`] to be modified (you can obtain this by from the [`bevy::asset::Handle::id()`] method).
/// * `region` - a [`VoxelRegion`] defining the area of the voxel model that the modifier will operate on.
/// * `modify` - a closure that will run against every voxel within the `region`.
///
/// ### Arguments passed to the `modify` closure
/// * `position` - the position of the current voxel, in voxel space
/// * `voxel` - the index of the current voxel
/// * `model` - a reference to the model, allowing, for instance, querying neighbouring voxels via the methods in [`crate::VoxelQueryable`]
///
/// ### Notes
/// The smaller the `region` is, the more performant the operation will be.
fn modify_voxel_model<
F: Fn(IVec3, &Voxel, &dyn VoxelQueryable) -> Voxel + Send + Sync + 'static,
>(
&mut self,
model: VoxelModelInstance,
region: VoxelRegionMode,
modify: F,
) -> &mut Self;
}
impl ModifyVoxelCommandsExt for Commands<'_, '_> {
fn modify_voxel_model<
F: Fn(IVec3, &Voxel, &dyn VoxelQueryable) -> Voxel + Send + Sync + 'static,
>(
&mut self,
model: VoxelModelInstance,
region: VoxelRegionMode,
modify: F,
) -> &mut Self {
self.add(ModifyVoxelModel {
model,
region,
modify: Box::new(modify),
});
self
}
}
struct ModifyVoxelModel {
model: VoxelModelInstance,
region: VoxelRegionMode,
modify: Box<dyn Fn(IVec3, &Voxel, &dyn VoxelQueryable) -> Voxel + Send + Sync + 'static>,
}
impl Command for ModifyVoxelModel {
fn apply(self, world: &mut World) {
let cell = world.cell();
let perform = || -> Option<()> {
let mut meshes = cell.get_resource_mut::<Assets<Mesh>>()?;
let mut materials = cell.get_resource_mut::<Assets<StandardMaterial>>()?;
let mut collections = cell.get_resource_mut::<Assets<VoxelModelCollection>>()?;
let collection = collections.get_mut(self.model.collection.id())?;
let index = collection
.index_for_model_name
.get(&self.model.model_name)?;
let model = collection.models.get_mut(*index)?;
let refraction_indices = &collection.palette.indices_of_refraction;
self.modify_model(
model,
&mut meshes,
&mut materials,
collection.opaque_material.clone(),
collection.transmissive_material.clone(),
refraction_indices,
);
Some(())
};
perform();
}
}
impl ModifyVoxelModel {
fn modify_model(
&self,
model: &mut VoxelModel,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
opaque_material: Handle<StandardMaterial>,
transmissive_material: Handle<StandardMaterial>,
refraction_indices: &[Option<f32>],
) {
let leading_padding = IVec3::splat(model.data.padding() as i32 / 2);
let model_size = model.size();
let region = self.region.clamped(model_size);
let start = leading_padding + region.origin;
let end = start + region.size;
let mut updated: Vec<RawVoxel> = model.data.voxels.clone();
for x in start.x..end.x {
for y in start.y..end.y {
for z in start.z..end.z {
let index = model.data.shape.linearize([x as u32, y as u32, z as u32]) as usize;
let source: Voxel = model.data.voxels[index].clone().into();
updated[index] = RawVoxel::from((self.modify)(
IVec3::new(x, y, z) - leading_padding,
&source,
model,
));
}
}
}
model.data.voxels = updated;
let (mesh, average_ior) = model.data.remesh(refraction_indices);
meshes.insert(&model.mesh, mesh);
let has_translucency_old_value = model.has_translucency;
model.has_translucency = average_ior.is_some();
match (has_translucency_old_value, average_ior) {
(true, Some(..)) | (false, None) => (), // no change in model's translucency
(true, None) => {
model.material = opaque_material;
}
(false, Some(ior)) => {
let Some(mut translucent_material) = materials.get(transmissive_material).cloned()
else {
return;
};
translucent_material.ior = ior;
translucent_material.thickness = model.size().min_element() as f32;
model.material = materials.add(translucent_material);
}
}
}
}
/// The region of the model to modify
pub enum VoxelRegionMode {
/// The entire area of the model
All,
/// A box region within the model, expressed in voxel space
Box(VoxelRegion),
}
impl VoxelRegionMode {
fn clamped(&self, model_size: IVec3) -> VoxelRegion {
match self {
VoxelRegionMode::All => VoxelRegion {
origin: IVec3::ZERO,
size: model_size,
},
VoxelRegionMode::Box(region) => {
let origin = region.origin.clamp(IVec3::ZERO, model_size - IVec3::ONE);
let max_size = model_size - origin;
let size = region.size.clamp(IVec3::ONE, max_size);
VoxelRegion { origin, size }
}
}
}
}
/// A box region within a model
pub struct VoxelRegion {
/// The lower-back-left corner of the region
pub origin: IVec3,
/// The size of the region
pub size: IVec3,
}
impl VoxelRegion {
/// Computes the center of the region
pub fn center(&self) -> Vec3 {
let origin = Vec3::new(
self.origin.x as f32,
self.origin.y as f32,
self.origin.z as f32,
);
let size = Vec3::new(self.size.x as f32, self.size.y as f32, self.size.z as f32);
origin + (size * 0.5)
}
}