feat(field): ray_march
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@@ -20,6 +20,14 @@ use std::ops::Deref;
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use std::sync::Arc;
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pub trait FieldTrait {
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fn add_field_methods(&self, node: &Arc<Node>) {
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node.add_local_method("distance", field_distance_flex);
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node.add_local_method("normal", field_normal_flex);
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node.add_local_method("closest_point", field_closest_point_flex);
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node.add_local_method("ray_march", field_ray_march_flex);
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}
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fn spatial_ref(&self) -> &Spatial;
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fn local_distance(&self, p: Vec3A) -> f32;
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fn local_normal(&self, p: Vec3A, r: f32) -> Vec3A {
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let d = self.local_distance(p);
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@@ -61,16 +69,61 @@ pub trait FieldTrait {
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.transform_point3a(self.local_closest_point(local_p, r))
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}
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fn add_field_methods(&self, node: &Arc<Node>) {
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node.add_local_method("distance", field_distance_flex);
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node.add_local_method("normal", field_normal_flex);
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node.add_local_method("closest_point", field_closest_point_flex);
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node.add_local_method("ray_march", field_ray_march_flex);
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}
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fn ray_march(&self, ray: Ray) -> RayMarchResult {
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let mut result = RayMarchResult {
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min_distance: f32::MAX,
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deepest_point_distance: 0_f32,
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ray_length: 0_f32,
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ray_steps: 0,
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};
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fn spatial_ref(&self) -> &Spatial;
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let ray_to_field_matrix =
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Spatial::space_to_space_matrix(Some(&ray.space), Some(self.spatial_ref()));
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let mut ray_point = ray_to_field_matrix.transform_point3a(ray.origin.into());
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let ray_direction = ray_to_field_matrix.transform_vector3a(ray.direction.into());
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while result.ray_steps < MAX_RAY_STEPS && result.ray_length < MAX_RAY_LENGTH {
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let distance = self.local_distance(ray_point);
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let march_distance = distance.clamp(MIN_RAY_MARCH, MAX_RAY_MARCH);
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result.ray_length += march_distance;
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ray_point += ray_direction * march_distance;
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if result.min_distance > distance {
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result.deepest_point_distance = result.ray_length;
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result.min_distance = distance;
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}
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result.ray_steps += 1;
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}
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result
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}
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}
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pub struct Ray {
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pub origin: Vec3,
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pub direction: Vec3,
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pub space: Arc<Spatial>,
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}
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#[derive(Debug, Serialize)]
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pub struct RayMarchResult {
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pub min_distance: f32,
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pub deepest_point_distance: f32,
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pub ray_length: f32,
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pub ray_steps: u32,
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}
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// const MIN_RAY_STEPS: u32 = 0;
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const MAX_RAY_STEPS: u32 = 1000;
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const MIN_RAY_MARCH: f32 = 0.001_f32;
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const MAX_RAY_MARCH: f32 = f32::MAX;
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// const MIN_RAY_LENGTH: f32 = 0_f32;
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const MAX_RAY_LENGTH: f32 = 1000_f32;
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fn field_distance_flex(node: &Node, calling_client: Arc<Client>, data: &[u8]) -> Result<Vec<u8>> {
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#[derive(Deserialize)]
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struct FieldInfoArgs<'a> {
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@@ -135,14 +188,11 @@ fn field_ray_march_flex(node: &Node, calling_client: Arc<Client>, data: &[u8]) -
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let args: FieldInfoArgs = deserialize(data)?;
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let reference_space = find_reference_space(&calling_client, args.reference_space_path)?;
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let ray_march_result = ray_march(
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Ray {
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origin: args.ray_origin.into(),
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direction: args.ray_direction.into(),
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space: reference_space,
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},
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node.field.get().unwrap(),
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);
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let ray_march_result = node.field.get().unwrap().ray_march(Ray {
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origin: args.ray_origin.into(),
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direction: args.ray_direction.into(),
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space: reference_space,
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});
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Ok(serialize(ray_march_result)?)
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}
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@@ -171,60 +221,6 @@ pub fn create_interface(client: &Arc<Client>) {
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node.add_to_scenegraph();
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}
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pub struct Ray {
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pub origin: Vec3,
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pub direction: Vec3,
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pub space: Arc<Spatial>,
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}
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#[derive(Debug, Serialize)]
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pub struct RayMarchResult {
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pub min_distance: f32,
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pub deepest_point_distance: f32,
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pub ray_length: f32,
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pub ray_steps: u32,
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}
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// const MIN_RAY_STEPS: u32 = 0;
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const MAX_RAY_STEPS: u32 = 1000;
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const MIN_RAY_MARCH: f32 = 0.001_f32;
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const MAX_RAY_MARCH: f32 = f32::MAX;
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// const MIN_RAY_LENGTH: f32 = 0_f32;
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const MAX_RAY_LENGTH: f32 = 1000_f32;
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pub fn ray_march(ray: Ray, field: &Field) -> RayMarchResult {
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let mut result = RayMarchResult {
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min_distance: f32::MAX,
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deepest_point_distance: 0_f32,
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ray_length: 0_f32,
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ray_steps: 0,
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};
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let ray_to_field_matrix =
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Spatial::space_to_space_matrix(Some(&ray.space), Some(field.spatial_ref()));
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let mut ray_point = ray_to_field_matrix.transform_point3a(ray.origin.into());
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let ray_direction = ray_to_field_matrix.transform_vector3a(ray.direction.into());
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while result.ray_steps < MAX_RAY_STEPS && result.ray_length < MAX_RAY_LENGTH {
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let distance = field.local_distance(ray_point);
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let march_distance = distance.clamp(MIN_RAY_MARCH, MAX_RAY_MARCH);
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result.ray_length += march_distance;
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ray_point += ray_direction * march_distance;
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if result.min_distance > distance {
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result.deepest_point_distance = result.ray_length;
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}
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result.min_distance = distance.min(result.min_distance);
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result.ray_steps += 1;
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}
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result
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}
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pub fn find_field(client: &Client, path: &str) -> Result<Arc<Field>> {
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client
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.get_node("Field", path)?
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