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use crate::renderer::*;
pub struct BoundingBox<M: Material> {
model: Gm<InstancedMesh, M>,
aabb: AxisAlignedBoundingBox,
}
impl<M: Material> BoundingBox<M> {
pub fn new_with_material(
context: &Context,
aabb: AxisAlignedBoundingBox,
material: M,
) -> ThreeDResult<Self> {
let size = aabb.size();
let thickness = 0.02 * size.x.max(size.y).max(size.z);
Self::new_with_material_and_thickness(context, aabb, material, thickness)
}
pub fn new_with_material_and_thickness(
context: &Context,
aabb: AxisAlignedBoundingBox,
material: M,
thickness: f32,
) -> ThreeDResult<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 model = Gm::new(
InstancedMesh::new(
context,
&Instances {
translations,
rotations: Some(rotations),
scales: Some(scales),
..Default::default()
},
&CpuMesh::cylinder(16),
)?,
material,
);
Ok(Self { model, aabb })
}
}
impl<M: Material> Geometry for BoundingBox<M> {
fn aabb(&self) -> AxisAlignedBoundingBox {
self.aabb
}
fn render_with_material(
&self,
material: &dyn Material,
camera: &Camera,
lights: &[&dyn Light],
) -> ThreeDResult<()> {
self.model.render_with_material(material, camera, lights)
}
}
impl<M: Material> Object for BoundingBox<M> {
fn render(&self, camera: &Camera, lights: &[&dyn Light]) -> ThreeDResult<()> {
self.model.render(camera, lights)
}
fn is_transparent(&self) -> bool {
false
}
}