mod render;
use bevy::math::{Vec3Swizzles, Vec4Swizzles};
use bevy::prelude::*;
use bevy::render::camera::Camera3d;
use bevy::render::primitives::Aabb;
use bevy::render::view::{VisibilitySystems, VisibleEntities};
use bevy::{pbr::NotShadowCaster, render::view::NoFrustumCulling};
pub struct InfiniteGridPlugin;
impl Plugin for InfiniteGridPlugin {
fn build(&self, app: &mut App) {
render::render_app_builder(app);
app.add_system_to_stage(CoreStage::PostUpdate, track_frustum_intersect_system)
.add_system_to_stage(
CoreStage::PostUpdate,
track_caster_visibility.after(VisibilitySystems::CheckVisibility),
);
}
}
#[derive(Component, Copy, Clone)]
pub struct InfiniteGrid {
pub x_axis_color: Color,
pub z_axis_color: Color,
pub shadow_color: Color,
pub minor_line_color: Color,
pub major_line_color: Color,
pub fadeout_distance: f32,
}
impl Default for InfiniteGrid {
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),
shadow_color: Color::rgba(0.2, 0.2, 0.2, 0.7),
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.,
}
}
}
#[derive(Component, Default, Clone, Copy, Debug)]
pub struct GridFrustumIntersect {
pub points: [Vec3; 4],
pub center: Vec3,
pub up_dir: Vec3,
pub width: f32,
pub height: f32,
}
#[derive(Bundle)]
pub struct InfiniteGridBundle {
pub transform: Transform,
pub global_transform: GlobalTransform,
pub grid: InfiniteGrid,
pub frustum_intersect: GridFrustumIntersect,
pub visibility: Visibility,
pub computed_visibility: ComputedVisibility,
pub shadow_casters: VisibleEntities,
pub no_frustum_culling: NoFrustumCulling,
}
impl Default for InfiniteGridBundle {
fn default() -> Self {
Self {
transform: Default::default(),
global_transform: Default::default(),
grid: Default::default(),
frustum_intersect: Default::default(),
visibility: Default::default(),
computed_visibility: Default::default(),
shadow_casters: Default::default(),
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.local_z();
let inverse_rot = grid.rotation.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.local_y()).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.rotation * pos_in_grid_space.extend(0.).xzy();
grid.translation + pos_in_3d_gs
}
fn track_frustum_intersect_system(
mut grids: Query<(&GlobalTransform, &InfiniteGrid, &mut GridFrustumIntersect)>,
camera: Query<(&GlobalTransform, &Camera), With<Camera3d>>,
) {
let (cam_pos, cam) = camera.single();
let view = cam_pos.compute_matrix();
let inverse_view = view.inverse();
let reverse_proj = cam.projection_matrix.inverse();
for (grid, grid_params, mut intersects) in grids.iter_mut() {
let distant_point = calculate_distant_from(cam_pos, grid, grid_params.fadeout_distance);
let projected = cam.projection_matrix * inverse_view * distant_point.extend(1.);
let coords = projected.xyz() / projected.w;
let horizon_sign = (cam_pos.translation - grid.translation)
.dot(grid.local_y())
.signum();
let horizon = (-1.0..1.0)
.contains(&coords.y)
.then(|| coords.y)
.unwrap_or(horizon_sign);
let seeds = [
Vec2::new(1., horizon),
Vec2::new(1., -horizon_sign),
Vec2::new(-1., -horizon_sign),
Vec2::new(-1., horizon),
];
let plane_normal = grid.local_y();
let plane_origin = grid.translation;
let points = seeds.map(|sp| {
let val = view * reverse_proj * sp.extend(1.).extend(1.);
let near_point = val.xyz() / val.w;
let val = view * reverse_proj * sp.extend(0.001).extend(1.);
let far_point = val.xyz() / val.w;
let ray_origin = near_point;
let ray_direction = (far_point - near_point).normalize();
let denominator = ray_direction.dot(plane_normal);
let point_to_point = plane_origin - ray_origin;
let t = plane_normal.dot(point_to_point) / denominator;
let pos = ray_direction * t + ray_origin;
pos
});
intersects.points = points;
intersects.center = points.iter().sum::<Vec3>() / 4.;
intersects.up_dir = ((points[0] + points[3]) - (points[1] + points[2])).normalize();
intersects.height = (points[0] - points[1]).dot(intersects.up_dir);
let w1 = points[0].distance_squared(points[3]);
let w2 = points[1].distance_squared(points[2]);
intersects.width = w1.max(w2).sqrt();
}
}
fn track_caster_visibility(
mut grids: Query<(
&mut VisibleEntities,
&GlobalTransform,
&GridFrustumIntersect,
)>,
mut meshes: Query<
(
Entity,
&Visibility,
&mut ComputedVisibility,
Option<(&GlobalTransform, &Aabb)>,
),
(With<Handle<Mesh>>, Without<NotShadowCaster>),
>,
) {
for (mut visibles, grid_transform, grid) in grids.iter_mut() {
let inv_rot = grid_transform.rotation.inverse();
let project_to_grid = |point: Vec3| (inv_rot * point).xz();
let intersecting_point_test = |point: Vec3| {
let grid_points = grid.points.map(project_to_grid);
grid_points
.into_iter()
.scan(grid_points[3], |last_point, p| {
let lp = *last_point;
*last_point = p;
Some((lp, p))
})
.all(|(lp, p)| (p - lp).perp_dot(project_to_grid(point) - lp) > 0.)
};
for (entity, visibility, mut computed, intersect_testable) in meshes.iter_mut() {
if !visibility.is_visible {
continue;
}
if let Some((transform, aabb)) = intersect_testable {
let matrix = transform.compute_matrix();
let min = aabb.center - aabb.half_extents;
let max = aabb.center + aabb.half_extents;
let points = [
Vec3::new(min.x, min.y, min.z),
Vec3::new(max.x, min.y, min.z),
Vec3::new(min.x, max.y, min.z),
Vec3::new(min.x, min.y, max.z),
Vec3::new(min.x, max.y, max.z),
Vec3::new(max.x, min.y, max.z),
Vec3::new(max.x, max.y, min.z),
Vec3::new(max.x, max.y, max.z),
];
let intersect = points
.into_iter()
.map(|point| matrix.transform_point3(point))
.any(intersecting_point_test);
if !intersect {
}
}
computed.is_visible = true;
visibles.entities.push(entity);
}
}
}