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use crate::renderer::*;
pub struct BoundingBox<M: Material> {
model: InstancedModel<M>,
aabb: AxisAlignedBoundingBox,
}
impl<M: Material> BoundingBox<M> {
pub fn new_with_material(
context: &Context,
aabb: AxisAlignedBoundingBox,
material: M,
) -> ThreeDResult<Self> {
let max = aabb.max();
let min = aabb.min();
let size = aabb.size();
let thickness = 0.02 * size.x.max(size.y).max(size.z);
let transformations = [
Mat4::from_translation(min) * Mat4::from_nonuniform_scale(size.x, thickness, thickness),
Mat4::from_translation(vec3(min.x, max.y, max.z))
* Mat4::from_nonuniform_scale(size.x, thickness, thickness),
Mat4::from_translation(vec3(min.x, min.y, max.z))
* Mat4::from_nonuniform_scale(size.x, thickness, thickness),
Mat4::from_translation(vec3(min.x, max.y, min.z))
* Mat4::from_nonuniform_scale(size.x, thickness, thickness),
Mat4::from_translation(min)
* Mat4::from_angle_z(degrees(90.0))
* Mat4::from_nonuniform_scale(size.y, thickness, thickness),
Mat4::from_translation(vec3(max.x, min.y, max.z))
* Mat4::from_angle_z(degrees(90.0))
* Mat4::from_nonuniform_scale(size.y, thickness, thickness),
Mat4::from_translation(vec3(min.x, min.y, max.z))
* Mat4::from_angle_z(degrees(90.0))
* Mat4::from_nonuniform_scale(size.y, thickness, thickness),
Mat4::from_translation(vec3(max.x, min.y, min.z))
* Mat4::from_angle_z(degrees(90.0))
* Mat4::from_nonuniform_scale(size.y, thickness, thickness),
Mat4::from_translation(min)
* Mat4::from_angle_y(degrees(-90.0))
* Mat4::from_nonuniform_scale(size.z, thickness, thickness),
Mat4::from_translation(vec3(max.x, max.y, min.z))
* Mat4::from_angle_y(degrees(-90.0))
* Mat4::from_nonuniform_scale(size.z, thickness, thickness),
Mat4::from_translation(vec3(min.x, max.y, min.z))
* Mat4::from_angle_y(degrees(-90.0))
* Mat4::from_nonuniform_scale(size.z, thickness, thickness),
Mat4::from_translation(vec3(max.x, min.y, min.z))
* Mat4::from_angle_y(degrees(-90.0))
* Mat4::from_nonuniform_scale(size.z, thickness, thickness),
];
let model = InstancedModel::new_with_material(
context,
&transformations
.iter()
.map(|t| ModelInstance {
geometry_transform: *t,
..Default::default()
})
.collect::<Vec<_>>(),
&CPUMesh::cylinder(16),
material,
)?;
Ok(Self { model, aabb })
}
}
impl<M: Material> Shadable for BoundingBox<M> {
fn render_with_material(
&self,
material: &dyn Material,
camera: &Camera,
lights: &Lights,
) -> ThreeDResult<()> {
self.model.render_with_material(material, camera, lights)
}
fn render_forward(
&self,
material: &dyn Material,
camera: &Camera,
lights: &Lights,
) -> ThreeDResult<()> {
self.render_with_material(material, camera, lights)
}
#[allow(deprecated)]
fn render_deferred(
&self,
material: &DeferredPhysicalMaterial,
camera: &Camera,
viewport: Viewport,
) -> ThreeDResult<()> {
self.model.render_deferred(material, camera, viewport)
}
}
impl<M: Material> Geometry for BoundingBox<M> {
fn aabb(&self) -> AxisAlignedBoundingBox {
self.aabb
}
fn transformation(&self) -> Mat4 {
Mat4::identity()
}
}
impl<M: Material> Object for BoundingBox<M> {
fn render(&self, camera: &Camera, lights: &Lights) -> ThreeDResult<()> {
self.model.render(camera, lights)
}
fn is_transparent(&self) -> bool {
false
}
}