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