feat: enhance cube visualization with Line/LinePoint structs and adjustable thickness
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@@ -72,43 +72,78 @@ 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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use stardust_xr_fusion::values::color::rgba_linear;
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use stardust_xr_fusion::drawable::{Line, LinePoint};
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use stardust_xr_fusion::values::Vector3;
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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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// Helper function to create cube lines with proper Line/LinePoint structs
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fn create_cube_lines(half_size: glam::Vec3, color: stardust_xr_fusion::values::Color, thickness: f32) -> Vec<Line> {
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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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let steps = 8; // 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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lines.push(Line {
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points: vec![
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LinePoint {
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point: Vector3 { x: -half_size.x, y: t * half_size.y, z: u * half_size.z },
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thickness,
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color,
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},
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LinePoint {
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point: Vector3 { x: half_size.x, y: t * half_size.y, z: u * half_size.z },
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thickness,
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color,
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},
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],
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cyclic: false,
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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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lines.push(Line {
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points: vec![
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LinePoint {
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point: Vector3 { x: t * half_size.x, y: -half_size.y, z: u * half_size.z },
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thickness,
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color,
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},
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LinePoint {
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point: Vector3 { x: t * half_size.x, y: half_size.y, z: u * half_size.z },
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thickness,
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color,
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},
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],
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cyclic: false,
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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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lines.push(Line {
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points: vec![
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LinePoint {
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point: Vector3 { x: t * half_size.x, y: u * half_size.y, z: -half_size.z },
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thickness,
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color,
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},
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LinePoint {
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point: Vector3 { x: t * half_size.x, y: u * half_size.y, z: half_size.z },
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thickness,
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color,
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},
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],
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cyclic: false,
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});
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}
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}
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@@ -147,19 +182,14 @@ impl Reify for BridgeState {
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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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let cube_lines = create_cube_lines(half_size, node_color, 0.005);
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// Entity types: 0=Unknown, 1=Box, 2=Sphere, 3=Model
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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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Lines::new(cube_lines).build()
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)
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))
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});
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