fix: replace model rendering with wireframe representation for all entity types in BridgeState
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@@ -72,7 +72,8 @@ 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_asteroids::elements::ModelPart;
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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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@@ -100,59 +101,37 @@ impl Reify for BridgeState {
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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 solid colored cube using built-in model
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Some((
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*id,
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Model::namespaced("fusion", "tex_cube")
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.part(ModelPart::new("Cube").mat_param("color", MaterialParameter::Color(node_color)))
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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 - use cube for now with different color/scale to differentiate
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// (We could create a custom sphere model or use a different built-in model)
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Some((
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*id,
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Model::namespaced("fusion", "tex_cube")
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.part(ModelPart::new("Cube").mat_param("color", MaterialParameter::Color(node_color)))
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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 - use gyro model to show it's different
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Some((
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*id,
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Model::namespaced("fusion", "gyro")
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.part(ModelPart::new("Cube").mat_param("color", MaterialParameter::Color(node_color)))
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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 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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Model::namespaced("fusion", "tex_cube")
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.part(ModelPart::new("Cube").mat_param("color", MaterialParameter::Color(node_color)))
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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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// Simple wireframe cube for all entities for now - each entity gets its own Lines element
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let t = 0.008; // line thickness
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let hs = 0.5f32; // half size in model space (unit cube)
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// Create a line for each edge
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let 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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Some((
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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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PlaySpace
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