sampling_primitives/
sampling_primitives.rs

1//! This example shows how to sample random points from primitive shapes.
2
3use std::f32::consts::PI;
4
5use bevy::{
6    core_pipeline::tonemapping::Tonemapping,
7    input::mouse::{AccumulatedMouseMotion, AccumulatedMouseScroll, MouseButtonInput},
8    math::prelude::*,
9    post_process::bloom::Bloom,
10    prelude::*,
11};
12use rand::{seq::IndexedRandom, Rng, SeedableRng};
13use rand_chacha::ChaCha8Rng;
14
15fn main() {
16    App::new()
17        .add_plugins(DefaultPlugins)
18        .insert_resource(SampledShapes::new())
19        .add_systems(Startup, setup)
20        .add_systems(
21            Update,
22            (
23                handle_mouse,
24                handle_keypress,
25                spawn_points,
26                despawn_points,
27                animate_spawning,
28                animate_despawning,
29                update_camera,
30                update_lights,
31            ),
32        )
33        .run();
34}
35
36// Constants
37
38/// Maximum distance of the camera from its target. (meters)
39/// Should be set such that it is possible to look at all objects
40const MAX_CAMERA_DISTANCE: f32 = 12.0;
41
42/// Minimum distance of the camera from its target. (meters)
43/// Should be set such that it is not possible to clip into objects
44const MIN_CAMERA_DISTANCE: f32 = 1.0;
45
46/// Offset to be placed between the shapes
47const DISTANCE_BETWEEN_SHAPES: Vec3 = Vec3::new(2.0, 0.0, 0.0);
48
49/// Maximum amount of points allowed to be present.
50/// Should be set such that it does not cause large amounts of lag when reached.
51const MAX_POINTS: usize = 3000; // TODO: Test wasm and add a wasm-specific-bound
52
53/// How many points should be spawned each frame
54const POINTS_PER_FRAME: usize = 3;
55
56/// Color used for the inside points
57const INSIDE_POINT_COLOR: LinearRgba = LinearRgba::rgb(0.855, 1.1, 0.01);
58/// Color used for the points on the boundary
59const BOUNDARY_POINT_COLOR: LinearRgba = LinearRgba::rgb(0.08, 0.2, 0.90);
60
61/// Time (in seconds) for the spawning/despawning animation
62const ANIMATION_TIME: f32 = 1.0;
63
64/// Color for the sky and the sky-light
65const SKY_COLOR: Color = Color::srgb(0.02, 0.06, 0.15);
66
67const SMALL_3D: f32 = 0.5;
68const BIG_3D: f32 = 1.0;
69
70// primitives
71
72const CUBOID: Cuboid = Cuboid {
73    half_size: Vec3::new(SMALL_3D, BIG_3D, SMALL_3D),
74};
75
76const SPHERE: Sphere = Sphere {
77    radius: 1.5 * SMALL_3D,
78};
79
80const TRIANGLE_3D: Triangle3d = Triangle3d {
81    vertices: [
82        Vec3::new(BIG_3D, -BIG_3D * 0.5, 0.0),
83        Vec3::new(0.0, BIG_3D, 0.0),
84        Vec3::new(-BIG_3D, -BIG_3D * 0.5, 0.0),
85    ],
86};
87
88const CAPSULE_3D: Capsule3d = Capsule3d {
89    radius: SMALL_3D,
90    half_length: SMALL_3D,
91};
92
93const CYLINDER: Cylinder = Cylinder {
94    radius: SMALL_3D,
95    half_height: SMALL_3D,
96};
97
98const TETRAHEDRON: Tetrahedron = Tetrahedron {
99    vertices: [
100        Vec3::new(-BIG_3D, -BIG_3D * 0.67, BIG_3D * 0.5),
101        Vec3::new(BIG_3D, -BIG_3D * 0.67, BIG_3D * 0.5),
102        Vec3::new(0.0, -BIG_3D * 0.67, -BIG_3D * 1.17),
103        Vec3::new(0.0, BIG_3D, 0.0),
104    ],
105};
106
107// Components, Resources
108
109/// Resource for the random sampling mode, telling whether to sample the interior or the boundary.
110#[derive(Resource)]
111enum SamplingMode {
112    Interior,
113    Boundary,
114}
115
116/// Resource for storing whether points should spawn by themselves
117#[derive(Resource)]
118enum SpawningMode {
119    Manual,
120    Automatic,
121}
122
123/// Resource for tracking how many points should be spawned
124#[derive(Resource)]
125struct SpawnQueue(usize);
126
127#[derive(Resource)]
128struct PointCounter(usize);
129
130/// Resource storing the shapes being sampled and their translations.
131#[derive(Resource)]
132struct SampledShapes(Vec<(Shape, Vec3)>);
133
134impl SampledShapes {
135    fn new() -> Self {
136        let shapes = Shape::list_all_shapes();
137
138        let n_shapes = shapes.len();
139
140        let translations =
141            (0..n_shapes).map(|i| (i as f32 - n_shapes as f32 / 2.0) * DISTANCE_BETWEEN_SHAPES);
142
143        SampledShapes(shapes.into_iter().zip(translations).collect())
144    }
145}
146
147/// Enum listing the shapes that can be sampled
148#[derive(Clone, Copy)]
149enum Shape {
150    Cuboid,
151    Sphere,
152    Capsule,
153    Cylinder,
154    Tetrahedron,
155    Triangle,
156}
157struct ShapeMeshBuilder {
158    shape: Shape,
159}
160
161impl Shape {
162    /// Return a vector containing all implemented shapes
163    fn list_all_shapes() -> Vec<Shape> {
164        vec![
165            Shape::Cuboid,
166            Shape::Sphere,
167            Shape::Capsule,
168            Shape::Cylinder,
169            Shape::Tetrahedron,
170            Shape::Triangle,
171        ]
172    }
173}
174
175impl ShapeSample for Shape {
176    type Output = Vec3;
177    fn sample_interior<R: Rng + ?Sized>(&self, rng: &mut R) -> Vec3 {
178        match self {
179            Shape::Cuboid => CUBOID.sample_interior(rng),
180            Shape::Sphere => SPHERE.sample_interior(rng),
181            Shape::Capsule => CAPSULE_3D.sample_interior(rng),
182            Shape::Cylinder => CYLINDER.sample_interior(rng),
183            Shape::Tetrahedron => TETRAHEDRON.sample_interior(rng),
184            Shape::Triangle => TRIANGLE_3D.sample_interior(rng),
185        }
186    }
187
188    fn sample_boundary<R: Rng + ?Sized>(&self, rng: &mut R) -> Self::Output {
189        match self {
190            Shape::Cuboid => CUBOID.sample_boundary(rng),
191            Shape::Sphere => SPHERE.sample_boundary(rng),
192            Shape::Capsule => CAPSULE_3D.sample_boundary(rng),
193            Shape::Cylinder => CYLINDER.sample_boundary(rng),
194            Shape::Tetrahedron => TETRAHEDRON.sample_boundary(rng),
195            Shape::Triangle => TRIANGLE_3D.sample_boundary(rng),
196        }
197    }
198}
199
200impl Meshable for Shape {
201    type Output = ShapeMeshBuilder;
202
203    fn mesh(&self) -> Self::Output {
204        ShapeMeshBuilder { shape: *self }
205    }
206}
207
208impl MeshBuilder for ShapeMeshBuilder {
209    fn build(&self) -> Mesh {
210        match self.shape {
211            Shape::Cuboid => CUBOID.mesh().into(),
212            Shape::Sphere => SPHERE.mesh().into(),
213            Shape::Capsule => CAPSULE_3D.mesh().into(),
214            Shape::Cylinder => CYLINDER.mesh().into(),
215            Shape::Tetrahedron => TETRAHEDRON.mesh().into(),
216            Shape::Triangle => TRIANGLE_3D.mesh().into(),
217        }
218    }
219}
220
221/// The source of randomness used by this example.
222#[derive(Resource)]
223struct RandomSource(ChaCha8Rng);
224
225/// A container for the handle storing the mesh used to display sampled points as spheres.
226#[derive(Resource)]
227struct PointMesh(Handle<Mesh>);
228
229/// A container for the handle storing the material used to display sampled points.
230#[derive(Resource)]
231struct PointMaterial {
232    interior: Handle<StandardMaterial>,
233    boundary: Handle<StandardMaterial>,
234}
235
236/// Marker component for sampled points.
237#[derive(Component)]
238struct SamplePoint;
239
240/// Component for animating the spawn animation of lights.
241#[derive(Component)]
242struct SpawningPoint {
243    progress: f32,
244}
245
246/// Marker component for lights which should change intensity.
247#[derive(Component)]
248struct DespawningPoint {
249    progress: f32,
250}
251
252/// Marker component for lights which should change intensity.
253#[derive(Component)]
254struct FireflyLights;
255
256/// The pressed state of the mouse, used for camera motion.
257#[derive(Resource)]
258struct MousePressed(bool);
259
260/// Camera movement component.
261#[derive(Component)]
262struct CameraRig {
263    /// Rotation around the vertical axis of the camera (radians).
264    /// Positive changes makes the camera look more from the right.
265    pub yaw: f32,
266    /// Rotation around the horizontal axis of the camera (radians) (-pi/2; pi/2).
267    /// Positive looks down from above.
268    pub pitch: f32,
269    /// Distance from the center, smaller distance causes more zoom.
270    pub distance: f32,
271    /// Location in 3D space at which the camera is looking and around which it is orbiting.
272    pub target: Vec3,
273}
274
275fn setup(
276    mut commands: Commands,
277    mut meshes: ResMut<Assets<Mesh>>,
278    mut materials: ResMut<Assets<StandardMaterial>>,
279    shapes: Res<SampledShapes>,
280) {
281    // Use seeded rng and store it in a resource; this makes the random output reproducible.
282    let seeded_rng = ChaCha8Rng::seed_from_u64(4); // Chosen by a fair die roll, guaranteed to be random.
283    commands.insert_resource(RandomSource(seeded_rng));
284
285    // Make a plane for establishing space.
286    commands.spawn((
287        Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))),
288        MeshMaterial3d(materials.add(StandardMaterial {
289            base_color: Color::srgb(0.3, 0.5, 0.3),
290            perceptual_roughness: 0.95,
291            metallic: 0.0,
292            ..default()
293        })),
294        Transform::from_xyz(0.0, -2.5, 0.0),
295    ));
296
297    let shape_material = materials.add(StandardMaterial {
298        base_color: Color::srgba(0.2, 0.1, 0.6, 0.3),
299        reflectance: 0.0,
300        alpha_mode: AlphaMode::Blend,
301        cull_mode: None,
302        ..default()
303    });
304
305    // Spawn shapes to be sampled
306    for (shape, translation) in shapes.0.iter() {
307        // The sampled shape shown transparently:
308        commands.spawn((
309            Mesh3d(meshes.add(shape.mesh())),
310            MeshMaterial3d(shape_material.clone()),
311            Transform::from_translation(*translation),
312        ));
313
314        // Lights which work as the bulk lighting of the fireflies:
315        commands.spawn((
316            PointLight {
317                range: 4.0,
318                radius: 0.6,
319                intensity: 1.0,
320                shadows_enabled: false,
321                color: Color::LinearRgba(INSIDE_POINT_COLOR),
322                ..default()
323            },
324            Transform::from_translation(*translation),
325            FireflyLights,
326        ));
327    }
328
329    // Global light:
330    commands.spawn((
331        PointLight {
332            color: SKY_COLOR,
333            intensity: 2_000.0,
334            shadows_enabled: false,
335            ..default()
336        },
337        Transform::from_xyz(4.0, 8.0, 4.0),
338    ));
339
340    // A camera:
341    commands.spawn((
342        Camera3d::default(),
343        Camera {
344            clear_color: ClearColorConfig::Custom(SKY_COLOR),
345            ..default()
346        },
347        Tonemapping::TonyMcMapface,
348        Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
349        Bloom::NATURAL,
350        CameraRig {
351            yaw: 0.56,
352            pitch: 0.45,
353            distance: 8.0,
354            target: Vec3::ZERO,
355        },
356    ));
357
358    // Store the mesh and material for sample points in resources:
359    commands.insert_resource(PointMesh(
360        meshes.add(Sphere::new(0.03).mesh().ico(1).unwrap()),
361    ));
362    commands.insert_resource(PointMaterial {
363        interior: materials.add(StandardMaterial {
364            base_color: Color::BLACK,
365            reflectance: 0.05,
366            emissive: 2.5 * INSIDE_POINT_COLOR,
367            ..default()
368        }),
369        boundary: materials.add(StandardMaterial {
370            base_color: Color::BLACK,
371            reflectance: 0.05,
372            emissive: 1.5 * BOUNDARY_POINT_COLOR,
373            ..default()
374        }),
375    });
376
377    // Instructions for the example:
378    commands.spawn((
379        Text::new(
380            "Controls:\n\
381            M: Toggle between sampling boundary and interior.\n\
382            A: Toggle automatic spawning & despawning of points.\n\
383            R: Restart (erase all samples).\n\
384            S: Add one random sample.\n\
385            D: Add 100 random samples.\n\
386            Rotate camera by holding left mouse and panning.\n\
387            Zoom camera by scrolling via mouse or +/-.\n\
388            Move camera by L/R arrow keys.\n\
389            Tab: Toggle this text",
390        ),
391        Node {
392            position_type: PositionType::Absolute,
393            top: px(12),
394            left: px(12),
395            ..default()
396        },
397    ));
398
399    // No points are scheduled to spawn initially.
400    commands.insert_resource(SpawnQueue(0));
401
402    // No points have been spawned initially.
403    commands.insert_resource(PointCounter(0));
404
405    // The mode starts with interior points.
406    commands.insert_resource(SamplingMode::Interior);
407
408    // Points spawn automatically by default.
409    commands.insert_resource(SpawningMode::Automatic);
410
411    // Starting mouse-pressed state is false.
412    commands.insert_resource(MousePressed(false));
413}
414
415// Handle user inputs from the keyboard:
416fn handle_keypress(
417    mut commands: Commands,
418    keyboard: Res<ButtonInput<KeyCode>>,
419    mut mode: ResMut<SamplingMode>,
420    mut spawn_mode: ResMut<SpawningMode>,
421    samples: Query<Entity, With<SamplePoint>>,
422    shapes: Res<SampledShapes>,
423    mut spawn_queue: ResMut<SpawnQueue>,
424    mut counter: ResMut<PointCounter>,
425    mut text_menus: Query<&mut Visibility, With<Text>>,
426    mut camera_rig: Single<&mut CameraRig>,
427) {
428    // R => restart, deleting all samples
429    if keyboard.just_pressed(KeyCode::KeyR) {
430        // Don't forget to zero out the counter!
431        counter.0 = 0;
432        for entity in &samples {
433            commands.entity(entity).despawn();
434        }
435    }
436
437    // S => sample once
438    if keyboard.just_pressed(KeyCode::KeyS) {
439        spawn_queue.0 += 1;
440    }
441
442    // D => sample a hundred
443    if keyboard.just_pressed(KeyCode::KeyD) {
444        spawn_queue.0 += 100;
445    }
446
447    // M => toggle mode between interior and boundary.
448    if keyboard.just_pressed(KeyCode::KeyM) {
449        match *mode {
450            SamplingMode::Interior => *mode = SamplingMode::Boundary,
451            SamplingMode::Boundary => *mode = SamplingMode::Interior,
452        }
453    }
454
455    // A => toggle spawning mode between automatic and manual.
456    if keyboard.just_pressed(KeyCode::KeyA) {
457        match *spawn_mode {
458            SpawningMode::Manual => *spawn_mode = SpawningMode::Automatic,
459            SpawningMode::Automatic => *spawn_mode = SpawningMode::Manual,
460        }
461    }
462
463    // Tab => toggle help menu.
464    if keyboard.just_pressed(KeyCode::Tab) {
465        for mut visibility in text_menus.iter_mut() {
466            *visibility = match *visibility {
467                Visibility::Hidden => Visibility::Visible,
468                _ => Visibility::Hidden,
469            };
470        }
471    }
472
473    // +/- => zoom camera.
474    if keyboard.just_pressed(KeyCode::NumpadSubtract) || keyboard.just_pressed(KeyCode::Minus) {
475        camera_rig.distance += MAX_CAMERA_DISTANCE / 15.0;
476        camera_rig.distance = camera_rig
477            .distance
478            .clamp(MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
479    }
480
481    if keyboard.just_pressed(KeyCode::NumpadAdd) {
482        camera_rig.distance -= MAX_CAMERA_DISTANCE / 15.0;
483        camera_rig.distance = camera_rig
484            .distance
485            .clamp(MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
486    }
487
488    // Arrows => Move camera focus
489    let left = keyboard.just_pressed(KeyCode::ArrowLeft);
490    let right = keyboard.just_pressed(KeyCode::ArrowRight);
491
492    if left || right {
493        let mut closest = 0;
494        let mut closest_distance = f32::MAX;
495        for (i, (_, position)) in shapes.0.iter().enumerate() {
496            let distance = camera_rig.target.distance(*position);
497            if distance < closest_distance {
498                closest = i;
499                closest_distance = distance;
500            }
501        }
502        if closest > 0 && left {
503            camera_rig.target = shapes.0[closest - 1].1;
504        }
505        if closest < shapes.0.len() - 1 && right {
506            camera_rig.target = shapes.0[closest + 1].1;
507        }
508    }
509}
510
511// Handle user mouse input for panning the camera around:
512fn handle_mouse(
513    accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
514    accumulated_mouse_scroll: Res<AccumulatedMouseScroll>,
515    mut mouse_button_inputs: MessageReader<MouseButtonInput>,
516    mut camera_rig: Single<&mut CameraRig>,
517    mut mouse_pressed: ResMut<MousePressed>,
518) {
519    // Store left-pressed state in the MousePressed resource
520    for mouse_button_input in mouse_button_inputs.read() {
521        if mouse_button_input.button != MouseButton::Left {
522            continue;
523        }
524        *mouse_pressed = MousePressed(mouse_button_input.state.is_pressed());
525    }
526
527    if accumulated_mouse_scroll.delta != Vec2::ZERO {
528        let mouse_scroll = accumulated_mouse_scroll.delta.y;
529        camera_rig.distance -= mouse_scroll / 15.0 * MAX_CAMERA_DISTANCE;
530        camera_rig.distance = camera_rig
531            .distance
532            .clamp(MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
533    }
534
535    // If the mouse is not pressed, just ignore motion events
536    if !mouse_pressed.0 {
537        return;
538    }
539    if accumulated_mouse_motion.delta != Vec2::ZERO {
540        let displacement = accumulated_mouse_motion.delta;
541        camera_rig.yaw += displacement.x / 90.;
542        camera_rig.pitch += displacement.y / 90.;
543        // The extra 0.01 is to disallow weird behavior at the poles of the rotation
544        camera_rig.pitch = camera_rig.pitch.clamp(-PI / 2.01, PI / 2.01);
545    }
546}
547
548fn spawn_points(
549    mut commands: Commands,
550    mode: ResMut<SamplingMode>,
551    shapes: Res<SampledShapes>,
552    mut random_source: ResMut<RandomSource>,
553    sample_mesh: Res<PointMesh>,
554    sample_material: Res<PointMaterial>,
555    mut spawn_queue: ResMut<SpawnQueue>,
556    mut counter: ResMut<PointCounter>,
557    spawn_mode: ResMut<SpawningMode>,
558) {
559    if let SpawningMode::Automatic = *spawn_mode {
560        spawn_queue.0 += POINTS_PER_FRAME;
561    }
562
563    if spawn_queue.0 == 0 {
564        return;
565    }
566
567    let rng = &mut random_source.0;
568
569    // Don't go crazy
570    for _ in 0..1000 {
571        if spawn_queue.0 == 0 {
572            break;
573        }
574        spawn_queue.0 -= 1;
575        counter.0 += 1;
576
577        let (shape, offset) = shapes.0.choose(rng).expect("There is at least one shape");
578
579        // Get a single random Vec3:
580        let sample: Vec3 = *offset
581            + match *mode {
582                SamplingMode::Interior => shape.sample_interior(rng),
583                SamplingMode::Boundary => shape.sample_boundary(rng),
584            };
585
586        // Spawn a sphere at the random location:
587        commands.spawn((
588            Mesh3d(sample_mesh.0.clone()),
589            MeshMaterial3d(match *mode {
590                SamplingMode::Interior => sample_material.interior.clone(),
591                SamplingMode::Boundary => sample_material.boundary.clone(),
592            }),
593            Transform::from_translation(sample).with_scale(Vec3::ZERO),
594            SamplePoint,
595            SpawningPoint { progress: 0.0 },
596        ));
597    }
598}
599
600fn despawn_points(
601    mut commands: Commands,
602    samples: Query<Entity, With<SamplePoint>>,
603    spawn_mode: Res<SpawningMode>,
604    mut counter: ResMut<PointCounter>,
605    mut random_source: ResMut<RandomSource>,
606) {
607    // Do not despawn automatically in manual mode
608    if let SpawningMode::Manual = *spawn_mode {
609        return;
610    }
611
612    if counter.0 < MAX_POINTS {
613        return;
614    }
615
616    let rng = &mut random_source.0;
617    // Skip a random amount of points to ensure random despawning
618    let skip = rng.random_range(0..counter.0);
619    let despawn_amount = (counter.0 - MAX_POINTS).min(100);
620    counter.0 -= samples
621        .iter()
622        .skip(skip)
623        .take(despawn_amount)
624        .map(|entity| {
625            commands
626                .entity(entity)
627                .insert(DespawningPoint { progress: 0.0 })
628                .remove::<SpawningPoint>()
629                .remove::<SamplePoint>();
630        })
631        .count();
632}
633
634fn animate_spawning(
635    mut commands: Commands,
636    time: Res<Time>,
637    mut samples: Query<(Entity, &mut Transform, &mut SpawningPoint)>,
638) {
639    let dt = time.delta_secs();
640
641    for (entity, mut transform, mut point) in samples.iter_mut() {
642        point.progress += dt / ANIMATION_TIME;
643        transform.scale = Vec3::splat(point.progress.min(1.0));
644        if point.progress >= 1.0 {
645            commands.entity(entity).remove::<SpawningPoint>();
646        }
647    }
648}
649
650fn animate_despawning(
651    mut commands: Commands,
652    time: Res<Time>,
653    mut samples: Query<(Entity, &mut Transform, &mut DespawningPoint)>,
654) {
655    let dt = time.delta_secs();
656
657    for (entity, mut transform, mut point) in samples.iter_mut() {
658        point.progress += dt / ANIMATION_TIME;
659        // If the point is already smaller than expected, jump ahead with the despawning progress to avoid sudden jumps in size
660        point.progress = f32::max(point.progress, 1.0 - transform.scale.x);
661        transform.scale = Vec3::splat((1.0 - point.progress).max(0.0));
662        if point.progress >= 1.0 {
663            commands.entity(entity).despawn();
664        }
665    }
666}
667
668fn update_camera(mut camera: Query<(&mut Transform, &CameraRig), Changed<CameraRig>>) {
669    for (mut transform, rig) in camera.iter_mut() {
670        let looking_direction =
671            Quat::from_rotation_y(-rig.yaw) * Quat::from_rotation_x(rig.pitch) * Vec3::Z;
672        transform.translation = rig.target - rig.distance * looking_direction;
673        transform.look_at(rig.target, Dir3::Y);
674    }
675}
676
677fn update_lights(
678    mut lights: Query<&mut PointLight, With<FireflyLights>>,
679    counter: Res<PointCounter>,
680) {
681    let saturation = (counter.0 as f32 / MAX_POINTS as f32).min(2.0);
682    let intensity = 40_000.0 * saturation;
683    for mut light in lights.iter_mut() {
684        light.intensity = light.intensity.lerp(intensity, 0.04);
685    }
686}