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use crate::renderer::*;
pub struct BoundingBox {
mesh: InstancedMesh,
aabb: AxisAlignedBoundingBox,
}
impl BoundingBox {
pub fn new(context: &Context, aabb: AxisAlignedBoundingBox) -> Self {
let size = aabb.size();
let thickness = 0.02 * size.x.max(size.y).max(size.z);
Self::new_with_thickness(context, aabb, thickness)
}
pub fn new_with_thickness(
context: &Context,
aabb: AxisAlignedBoundingBox,
thickness: f32,
) -> Self {
let max = aabb.max();
let min = aabb.min();
let size = aabb.size();
let translations = vec![
min,
vec3(min.x, max.y, max.z),
vec3(min.x, min.y, max.z),
vec3(min.x, max.y, min.z),
min,
vec3(max.x, min.y, max.z),
vec3(min.x, min.y, max.z),
vec3(max.x, min.y, min.z),
min,
vec3(max.x, max.y, min.z),
vec3(min.x, max.y, min.z),
vec3(max.x, min.y, min.z),
];
let rotations = vec![
Quat::zero(),
Quat::zero(),
Quat::zero(),
Quat::zero(),
Quat::from_angle_z(degrees(90.0)),
Quat::from_angle_z(degrees(90.0)),
Quat::from_angle_z(degrees(90.0)),
Quat::from_angle_z(degrees(90.0)),
Quat::from_angle_y(degrees(-90.0)),
Quat::from_angle_y(degrees(-90.0)),
Quat::from_angle_y(degrees(-90.0)),
Quat::from_angle_y(degrees(-90.0)),
];
let scales = vec![
vec3(size.x, thickness, thickness),
vec3(size.x, thickness, thickness),
vec3(size.x, thickness, thickness),
vec3(size.x, thickness, thickness),
vec3(size.y, thickness, thickness),
vec3(size.y, thickness, thickness),
vec3(size.y, thickness, thickness),
vec3(size.y, thickness, thickness),
vec3(size.z, thickness, thickness),
vec3(size.z, thickness, thickness),
vec3(size.z, thickness, thickness),
vec3(size.z, thickness, thickness),
];
let mesh = InstancedMesh::new(
context,
&Instances {
translations,
rotations: Some(rotations),
scales: Some(scales),
..Default::default()
},
&CpuMesh::cylinder(16),
);
Self { mesh, aabb }
}
}
impl<'a> IntoIterator for &'a BoundingBox {
type Item = &'a dyn Geometry;
type IntoIter = std::iter::Once<&'a dyn Geometry>;
fn into_iter(self) -> Self::IntoIter {
std::iter::once(self)
}
}
impl Geometry for BoundingBox {
fn aabb(&self) -> AxisAlignedBoundingBox {
self.aabb
}
fn render_with_material(
&self,
material: &dyn Material,
camera: &Camera,
lights: &[&dyn Light],
) {
self.mesh.render_with_material(material, camera, lights)
}
fn render_with_post_material(
&self,
material: &dyn PostMaterial,
camera: &Camera,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) {
self.mesh
.render_with_post_material(material, camera, lights, color_texture, depth_texture)
}
}