mod render;
use bevy::{
math::Vec3Swizzles,
prelude::*,
render::view::{NoFrustumCulling, VisibleEntities},
};
pub struct InfiniteGridPlugin;
impl Plugin for InfiniteGridPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<GlobalInfiniteGridSettings>();
}
fn finish(&self, app: &mut App) {
render::render_app_builder(app);
}
}
#[deprecated]
#[derive(Resource, Clone, Default)]
pub struct RenderSettings {
pub max_texture_size: u32,
}
#[deprecated]
#[derive(Resource, Default)]
pub struct GlobalInfiniteGridSettings {
pub render_settings: RenderSettings,
}
#[derive(Component, Default)]
pub struct InfiniteGrid;
#[derive(Component, Copy, Clone)]
pub struct InfiniteGridSettings {
pub x_axis_color: Color,
pub z_axis_color: Color,
pub minor_line_color: Color,
pub major_line_color: Color,
pub fadeout_distance: f32,
pub dot_fadeout_strength: f32,
pub scale: f32,
}
impl Default for InfiniteGridSettings {
fn default() -> Self {
Self {
x_axis_color: Color::rgb(1.0, 0.2, 0.2),
z_axis_color: Color::rgb(0.2, 0.2, 1.0),
minor_line_color: Color::rgb(0.1, 0.1, 0.1),
major_line_color: Color::rgb(0.25, 0.25, 0.25),
fadeout_distance: 100.,
dot_fadeout_strength: 0.25,
scale: 1.,
}
}
}
#[derive(Bundle, Default)]
pub struct InfiniteGridBundle {
pub transform: Transform,
pub global_transform: GlobalTransform,
pub settings: InfiniteGridSettings,
pub grid: InfiniteGrid,
pub visibility: Visibility,
pub view_visibility: ViewVisibility,
pub inherited_visibility: InheritedVisibility,
pub shadow_casters: VisibleEntities,
pub no_frustum_culling: NoFrustumCulling,
}
pub fn calculate_distant_from(
cam: &GlobalTransform,
grid: &GlobalTransform,
view_distance: f32,
) -> Vec3 {
let cam_pos = cam.translation();
let cam_dir = cam.back();
let (_, grid_rot, _) = grid.to_scale_rotation_translation();
let inverse_rot = grid_rot.inverse();
let gs_cam_pos = (inverse_rot * (cam_pos - grid.translation())).xz();
let gs_cam_dir = (inverse_rot * cam_dir).xz().normalize();
let h = (cam_pos - grid.translation()).dot(grid.up()).abs();
let s = 1. / view_distance;
let f = |d: f32| (1. - d * s) * (h * h + d * d).sqrt() + h * d * s;
let f_prime =
|d: f32| -s * (h * h + d * d).sqrt() + ((1. - d * s) * d / (h * h + d * d).sqrt()) + h * s;
let x_zero = (1. + h * s) / s;
let mut x = x_zero;
for _ in 0..2 {
x = x - f(x) / f_prime(x);
}
let dist = x;
let pos_in_grid_space = gs_cam_pos - gs_cam_dir * dist;
let pos_in_3d_gs = grid_rot * pos_in_grid_space.extend(0.).xzy();
grid.translation() + pos_in_3d_gs
}