refactor: simplify reify implementation in BridgeState by removing cube line generation
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@@ -69,133 +69,11 @@ impl ClientState for BridgeState {
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impl Reify 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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fn reify(&self) -> impl ast::Element<Self> {
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use stardust_xr_fusion::values::color::rgba_linear;
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eprintln!("[bridge/reify] Reifying {} nodes - START", self.nodes.len());
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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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// Temporary: just return empty PlaySpace to test
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eprintln!("[bridge/reify] Returning empty PlaySpace");
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// Helper function to create cube lines with proper Line/LinePoint structs
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PlaySpace.build()
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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 = 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(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(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(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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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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let dims = glam::Vec3::from(node.dimensions);
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if dims.length() < 0.001 {
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eprintln!("[bridge/reify] Skipping node {} (zero dimensions)", id);
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return None;
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}
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eprintln!("[bridge/reify] Creating visual for node {} type={} dims={:?}", id, node.entity_type, dims);
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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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// Use entity dimensions if available, otherwise use transform scale
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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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// 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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// Create transform - convert glam Vec3/Quat to [f32; 3]/[f32; 4] which implement Into
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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 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, 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::default()
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.transform(transform)
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.build()
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.child(Lines::new(cube_lines).build())
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))
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});
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PlaySpace
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.build()
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.stable_children(children)
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}
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}
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}
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}
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