feat: implement dense wireframe cube visualization in Reify for BridgeState

This commit is contained in:
MayaTheShy
2025-11-08 21:35:50 -05:00
parent 6364b0e30d
commit 5af8165dd9

View File

@@ -11,7 +11,7 @@ use stardust_xr_asteroids as ast; // alias for brevity
use stardust_xr_asteroids::{
client::ClientState,
elements::{PlaySpace, Spatial, Lines},
Migrate, Reify,
Migrate, Reify, CustomElement,
};
use stardust_xr_fusion::objects::connect_client as fusion_connect_client;
use stardust_xr_fusion::node::NodeType;
@@ -75,6 +75,46 @@ impl Reify for BridgeState {
eprintln!("[bridge/reify] Reifying {} nodes", self.nodes.len());
// Helper function to create cube wireframe or filled visualization
fn create_cube_lines(half_size: glam::Vec3, _color: stardust_xr_fusion::values::Color) -> Vec<([f32; 3], [f32; 3])> {
let mut lines = Vec::new();
// Create a dense grid of lines to make it look more solid
let steps = 5; // More lines = more solid appearance
for i in 0..=steps {
let t = (i as f32) / (steps as f32) * 2.0 - 1.0;
// Lines parallel to X axis
for j in 0..=steps {
let u = (j as f32) / (steps as f32) * 2.0 - 1.0;
lines.push((
[- half_size.x, t * half_size.y, u * half_size.z],
[half_size.x, t * half_size.y, u * half_size.z],
));
}
// Lines parallel to Y axis
for j in 0..=steps {
let u = (j as f32) / (steps as f32) * 2.0 - 1.0;
lines.push((
[t * half_size.x, -half_size.y, u * half_size.z],
[t * half_size.x, half_size.y, u * half_size.z],
));
}
// Lines parallel to Z axis
for j in 0..=steps {
let u = (j as f32) / (steps as f32) * 2.0 - 1.0;
lines.push((
[t * half_size.x, u * half_size.y, -half_size.z],
[t * half_size.x, u * half_size.y, half_size.z],
));
}
}
lines
}
// Root playspace. Create appropriate visuals per entity type
let children = self.nodes.iter().filter_map(|(id, node)| {
// Skip nodes with zero dimensions (like the root node)
@@ -105,51 +145,23 @@ impl Reify for BridgeState {
let scale_array = [vis_scale.x, vis_scale.y, vis_scale.z];
let transform = Transform::from_translation_rotation_scale(trans_array, rot_array, scale_array);
// Create a dense cube mesh for a more solid appearance
let half_size = glam::Vec3::splat(0.5); // Lines will be scaled by transform
let cube_lines = create_cube_lines(half_size, node_color);
// Entity types: 0=Unknown, 1=Box, 2=Sphere, 3=Model
match node.entity_type {
1 => {
// Box entity - use tex_cube model
Some((
*id,
Spatial::default().build().child(
ModelWrapper::builtin("tex_cube", transform, node_color).build()
)
))
},
2 => {
// Sphere entity - use tex_cube with uniform scale to approximate
let avg_scale = (vis_scale.x + vis_scale.y + vis_scale.z) / 3.0;
let trans_array = [trans.x, trans.y, trans.z];
let rot_array = [rot.x, rot.y, rot.z, rot.w];
let uniform_scale_array = [avg_scale, avg_scale, avg_scale];
let sphere_transform = Transform::from_translation_rotation_scale(trans_array, rot_array, uniform_scale_array);
Some((
*id,
Spatial::default().build().child(
ModelWrapper::builtin("tex_cube", sphere_transform, node_color).build()
)
))
},
3 if !node.model_url.is_empty() => {
// Model entity - use gyro as placeholder (or try to load from URL)
Some((
*id,
Spatial::default().build().child(
ModelWrapper::builtin("gyro", transform, node_color).build()
)
))
},
_ => {
// Unknown/default - gray cube
let default_color = rgba_linear!(0.6, 0.6, 0.6, 0.8);
Some((
*id,
Spatial::default().build().child(
ModelWrapper::builtin("tex_cube", transform, default_color).build()
)
))
}
}
// For now, render all as dense wireframe cubes (which we know works)
Some((
*id,
Spatial::from(transform).build().child(
Lines {
transform: Transform::none(),
lines: cube_lines,
color: node_color,
thickness: 0.005, // Thicker lines for more solid appearance
}.build()
)
))
});
PlaySpace