feat: enhance entity visualization with dynamic rendering based on entity type and dimensions
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@@ -63,42 +63,174 @@ impl ClientState for BridgeState {
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impl Reify for BridgeState {
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fn reify(&self) -> impl ast::Element<Self> {
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// Root playspace. Attach a visible cube wireframe per tracked node id.
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use stardust_xr_fusion::drawable::{Line, LinePoint};
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use stardust_xr_fusion::values::{color::rgba_linear, Vector3};
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// Root playspace. Create appropriate visuals per entity type
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let children = self.nodes.iter().map(|(id, node)| {
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// Decompose transform into TRS
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let (scale, rot, trans) = node.transform.to_scale_rotation_translation();
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// Visible cube size: 20cm, scaled by node scale
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let vis_scale = glam::Vec3::splat(0.20) * scale.x;
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// Build cube edges as 12 line segments
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use stardust_xr_fusion::drawable::{Line, LinePoint};
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use stardust_xr_fusion::values::{color::rgba_linear, Vector3};
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let t = 0.004; // thickness
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let c = rgba_linear!(0.8, 0.8, 0.9, 1.0);
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let hs = 0.5f32; // half size in model space (unit cube)
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let mut seg = |a: [f32;3], b: [f32;3]| -> Line {
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let p0 = LinePoint { point: Vector3 { x: a[0], y: a[1], z: a[2] }, thickness: t, color: c };
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let p1 = LinePoint { point: Vector3 { x: b[0], y: b[1], z: b[2] }, thickness: t, color: c };
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Line { points: vec![p0, p1], cyclic: false }
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// Use entity dimensions if available, otherwise use transform scale
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let dims = glam::Vec3::from(node.dimensions);
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let vis_scale = if dims.length() > 0.001 {
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dims
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} else {
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scale
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};
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let corners = [
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[-hs, -hs, -hs], [ hs, -hs, -hs], [ hs, hs, -hs], [-hs, hs, -hs],
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[-hs, -hs, hs], [ hs, -hs, hs], [ hs, hs, hs], [-hs, hs, hs],
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];
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// Edges: 0-1-2-3-0 (bottom), 4-5-6-7-4 (top), verticals 0-4,1-5,2-6,3-7
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let lines = vec![
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seg(corners[0], corners[1]), seg(corners[1], corners[2]), seg(corners[2], corners[3]), seg(corners[3], corners[0]),
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seg(corners[4], corners[5]), seg(corners[5], corners[6]), seg(corners[6], corners[7]), seg(corners[7], corners[4]),
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seg(corners[0], corners[4]), seg(corners[1], corners[5]), seg(corners[2], corners[6]), seg(corners[3], corners[7]),
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];
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(
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*id,
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Lines::new(lines)
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.pos([trans.x, trans.y, trans.z])
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.rot([rot.x, rot.y, rot.z, rot.w])
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.scl([vis_scale.x, vis_scale.y, vis_scale.z])
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.build()
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)
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// Use entity color if set
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let node_color = rgba_linear!(node.color[0], node.color[1], node.color[2], node.color[3]);
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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 - render as colored wireframe cube
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let t = 0.006; // line thickness
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let hs = 0.5f32; // half size in model space (unit cube)
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let mut seg = |a: [f32;3], b: [f32;3]| -> Line {
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let p0 = LinePoint { point: Vector3 { x: a[0], y: a[1], z: a[2] }, thickness: t, color: node_color };
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let p1 = LinePoint { point: Vector3 { x: b[0], y: b[1], z: b[2] }, thickness: t, color: node_color };
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Line { points: vec![p0, p1], cyclic: false }
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};
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let corners = [
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[-hs, -hs, -hs], [ hs, -hs, -hs], [ hs, hs, -hs], [-hs, hs, -hs],
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[-hs, -hs, hs], [ hs, -hs, hs], [ hs, hs, hs], [-hs, hs, hs],
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];
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// 12 edges of a cube
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let lines = vec![
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seg(corners[0], corners[1]), seg(corners[1], corners[2]), seg(corners[2], corners[3]), seg(corners[3], corners[0]),
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seg(corners[4], corners[5]), seg(corners[5], corners[6]), seg(corners[6], corners[7]), seg(corners[7], corners[4]),
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seg(corners[0], corners[4]), seg(corners[1], corners[5]), seg(corners[2], corners[6]), seg(corners[3], corners[7]),
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];
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(
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*id,
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Lines::new(lines)
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.pos([trans.x, trans.y, trans.z])
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.rot([rot.x, rot.y, rot.z, rot.w])
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.scl([vis_scale.x, vis_scale.y, vis_scale.z])
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.build()
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)
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},
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2 => {
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// Sphere entity - render as colored wireframe sphere (3 rings)
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let t = 0.006;
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let r = 0.5f32; // radius in model space
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let segments = 24;
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let mut lines = Vec::new();
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// XY plane circle (around Z)
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let mut xy_points = Vec::new();
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for i in 0..=segments {
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let angle = (i as f32 / segments as f32) * std::f32::consts::TAU;
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xy_points.push(LinePoint {
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point: Vector3 { x: r * angle.cos(), y: r * angle.sin(), z: 0.0 },
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thickness: t,
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color: node_color,
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});
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}
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lines.push(Line { points: xy_points, cyclic: true });
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// XZ plane circle (around Y)
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let mut xz_points = Vec::new();
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for i in 0..=segments {
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let angle = (i as f32 / segments as f32) * std::f32::consts::TAU;
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xz_points.push(LinePoint {
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point: Vector3 { x: r * angle.cos(), y: 0.0, z: r * angle.sin() },
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thickness: t,
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color: node_color,
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});
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}
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lines.push(Line { points: xz_points, cyclic: true });
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// YZ plane circle (around X)
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let mut yz_points = Vec::new();
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for i in 0..=segments {
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let angle = (i as f32 / segments as f32) * std::f32::consts::TAU;
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yz_points.push(LinePoint {
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point: Vector3 { x: 0.0, y: r * angle.cos(), z: r * angle.sin() },
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thickness: t,
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color: node_color,
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});
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}
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lines.push(Line { points: yz_points, cyclic: true });
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(
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*id,
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Lines::new(lines)
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.pos([trans.x, trans.y, trans.z])
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.rot([rot.x, rot.y, rot.z, rot.w])
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.scl([vis_scale.x, vis_scale.y, vis_scale.z])
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.build()
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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 - would load from URL
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// For now, render as a distinctive wireframe octahedron to show it's different
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let t = 0.006;
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let r = 0.5f32;
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let mut seg = |a: [f32;3], b: [f32;3]| -> Line {
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let p0 = LinePoint { point: Vector3 { x: a[0], y: a[1], z: a[2] }, thickness: t, color: node_color };
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let p1 = LinePoint { point: Vector3 { x: b[0], y: b[1], z: b[2] }, thickness: t, color: node_color };
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Line { points: vec![p0, p1], cyclic: false }
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};
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// Octahedron vertices
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let top = [0.0, r, 0.0];
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let bottom = [0.0, -r, 0.0];
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let front = [0.0, 0.0, r];
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let back = [0.0, 0.0, -r];
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let right = [r, 0.0, 0.0];
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let left = [-r, 0.0, 0.0];
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let lines = vec![
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// Top pyramid
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seg(top, front), seg(top, right), seg(top, back), seg(top, left),
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// Bottom pyramid
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seg(bottom, front), seg(bottom, right), seg(bottom, back), seg(bottom, left),
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// Middle square
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seg(front, right), seg(right, back), seg(back, left), seg(left, front),
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];
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(
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*id,
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Lines::new(lines)
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.pos([trans.x, trans.y, trans.z])
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.rot([rot.x, rot.y, rot.z, rot.w])
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.scl([vis_scale.x, vis_scale.y, vis_scale.z])
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.build()
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)
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},
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_ => {
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// Unknown/default - render as simple wireframe cube
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let t = 0.004;
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let c = rgba_linear!(0.6, 0.6, 0.6, 0.8); // Gray for unknown
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let hs = 0.5f32;
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let mut seg = |a: [f32;3], b: [f32;3]| -> Line {
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let p0 = LinePoint { point: Vector3 { x: a[0], y: a[1], z: a[2] }, thickness: t, color: c };
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let p1 = LinePoint { point: Vector3 { x: b[0], y: b[1], z: b[2] }, thickness: t, color: c };
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Line { points: vec![p0, p1], cyclic: false }
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};
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let corners = [
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[-hs, -hs, -hs], [ hs, -hs, -hs], [ hs, hs, -hs], [-hs, hs, -hs],
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[-hs, -hs, hs], [ hs, -hs, hs], [ hs, hs, hs], [-hs, hs, hs],
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];
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let lines = vec![
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seg(corners[0], corners[1]), seg(corners[1], corners[2]), seg(corners[2], corners[3]), seg(corners[3], corners[0]),
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seg(corners[4], corners[5]), seg(corners[5], corners[6]), seg(corners[6], corners[7]), seg(corners[7], corners[4]),
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seg(corners[0], corners[4]), seg(corners[1], corners[5]), seg(corners[2], corners[6]), seg(corners[3], corners[7]),
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];
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(
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*id,
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Lines::new(lines)
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.pos([trans.x, trans.y, trans.z])
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.rot([rot.x, rot.y, rot.z, rot.w])
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.scl([vis_scale.x, vis_scale.y, vis_scale.z])
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.build()
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)
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}
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}
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});
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PlaySpace
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