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| author | Sébastien Crozet <developer@crozet.re> | 2023-10-29 18:59:47 +0100 |
|---|---|---|
| committer | Sébastien Crozet <developer@crozet.re> | 2023-10-29 18:59:47 +0100 |
| commit | 23a7ed5beba12161d67184cdf7e63caa86be45eb (patch) | |
| tree | c4976ab403567727dc22cf369116232dadae1bc1 /src_testbed/lines/mod.rs | |
| parent | 780ba4a216aa9ef68d7f10db4a2b67b866699f43 (diff) | |
| download | rapier-23a7ed5beba12161d67184cdf7e63caa86be45eb.tar.gz rapier-23a7ed5beba12161d67184cdf7e63caa86be45eb.tar.bz2 rapier-23a7ed5beba12161d67184cdf7e63caa86be45eb.zip | |
Fix crashes on MacOS
Diffstat (limited to 'src_testbed/lines/mod.rs')
| -rw-r--r-- | src_testbed/lines/mod.rs | 389 |
1 files changed, 0 insertions, 389 deletions
diff --git a/src_testbed/lines/mod.rs b/src_testbed/lines/mod.rs deleted file mode 100644 index c68b86e..0000000 --- a/src_testbed/lines/mod.rs +++ /dev/null @@ -1,389 +0,0 @@ -#![allow(warnings)] -use bevy::render::mesh::MeshVertexAttribute; -use bevy::render::render_resource::VertexFormat; -use bevy::render::view::NoFrustumCulling; -use bevy::render::MainWorld; -/** - * - * NOTE: this module and its submodules are only temporary. It is a copy-paste of the bevy-debug-lines - * crate: https://github.com/Toqozz/bevy_debug_lines (MIT license) - * It has been partially updated to work with bevy 0.7, but hasn’t been released yet. - * So, in the mean time, we are keeping a version here that we will replace by the - * upstream dependency once: - * 1. The version compatible with bevy 0.7 is released to crates.io. - * 2. We find a way to make the 2D version work with our examples. The problem - * only happens when running our own examples because cargo’s unification of - * features will enable the `3d` feature of `bevy_debug_lines` when running - * a `2d` example. - * - */ -use bevy::{ - asset::{Assets, HandleUntyped}, - prelude::*, - reflect::TypeUuid, - render::{ - mesh::{/*Indices,*/ Mesh, VertexAttributeValues}, - render_phase::AddRenderCommand, - render_resource::PrimitiveTopology, - render_resource::Shader, - RenderSet, - }, -}; -use bevy_pbr::{NotShadowCaster, NotShadowReceiver}; - -mod render_dim; - -// This module exists to "isolate" the `#[cfg]` attributes to this part of the -// code. Otherwise, we would pollute the code with a lot of feature -// gates-specific code. -#[cfg(feature = "dim3")] -mod dim { - pub(crate) use super::render_dim::r3d::{queue, DebugLinePipeline, DrawDebugLines}; - use bevy::{asset::Handle, render::mesh::Mesh}; - pub(crate) use bevy_core_pipeline::core_3d::Opaque3d as Phase; - - pub(crate) type MeshHandle = Handle<Mesh>; - pub(crate) fn from_handle(from: &MeshHandle) -> &Handle<Mesh> { - from - } - pub(crate) fn into_handle(from: Handle<Mesh>) -> MeshHandle { - from - } - pub(crate) const SHADER_FILE: &str = include_str!("debuglines.wgsl"); - pub(crate) const DIMMENSION: &str = "3d"; -} -#[cfg(feature = "dim2")] -mod dim { - pub(crate) use super::render_dim::r2d::{queue, DebugLinePipeline, DrawDebugLines}; - use bevy::{asset::Handle, render::mesh::Mesh}; - pub(crate) use bevy_core_pipeline::core_2d::Transparent2d as Phase; - use bevy_sprite::Mesh2dHandle; - - pub(crate) type MeshHandle = Mesh2dHandle; - pub(crate) fn from_handle(from: &MeshHandle) -> &Handle<Mesh> { - &from.0 - } - pub(crate) fn into_handle(from: Handle<Mesh>) -> MeshHandle { - Mesh2dHandle(from) - } - pub(crate) const SHADER_FILE: &str = include_str!("debuglines2d.wgsl"); - pub(crate) const DIMMENSION: &str = "2d"; -} - -// See debuglines.wgsl for explanation on 2 shaders. -//pub(crate) const SHADER_FILE: &str = include_str!("debuglines.wgsl"); -pub(crate) const DEBUG_LINES_SHADER_HANDLE: HandleUntyped = - HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 17477439189930443325); - -#[derive(Resource)] -pub(crate) struct DebugLinesConfig { - depth_test: bool, -} - -/// Bevy plugin, for initializing stuff. -/// -/// # Usage -/// -/// ```.ignore -/// use bevy::prelude::*; -/// use bevy_prototype_debug_lines::*; -/// -/// App::new() -/// .add_plugins(DefaultPlugins) -/// .add_plugin(DebugLinesPlugin::default()) -/// .run(); -/// ``` -/// -/// Alternatively, you can initialize the plugin with depth testing, so that -/// debug lines cut through geometry. To do this, use [`DebugLinesPlugin::with_depth_test(true)`]. -/// ```.ignore -/// use bevy::prelude::*; -/// use bevy_prototype_debug_lines::*; -/// -/// App::new() -/// .add_plugins(DefaultPlugins) -/// .add_plugin(DebugLinesPlugin::with_depth_test(true)) -/// .run(); -/// ``` -#[derive(Debug, Default, Clone)] -pub struct DebugLinesPlugin { - depth_test: bool, -} - -impl DebugLinesPlugin { - /// Controls whether debug lines should be drawn with depth testing enabled - /// or disabled. - /// - /// # Arguments - /// - /// * `val` - True if lines should intersect with other geometry, or false - /// if lines should always draw on top be drawn on top (the default). - pub fn with_depth_test(val: bool) -> Self { - Self { depth_test: val } - } -} -use bevy::render::render_phase::DrawFunctions; -use bevy::render::Render; -impl Plugin for DebugLinesPlugin { - fn build(&self, app: &mut App) { - use bevy::render::{render_resource::SpecializedMeshPipelines, RenderApp}; - let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); - shaders.set_untracked( - DEBUG_LINES_SHADER_HANDLE, - Shader::from_wgsl(dim::SHADER_FILE, file!()), - ); - app.init_resource::<DebugLines>(); - - app.init_resource::<DrawFunctions<dim::Phase>>(); - - app.add_systems(Startup, setup) - .add_systems(PostUpdate, update); - - app.sub_app_mut(RenderApp) - .init_resource::<DrawFunctions<dim::Phase>>() - .add_render_command::<dim::Phase, dim::DrawDebugLines>() - .insert_resource(DebugLinesConfig { - depth_test: self.depth_test, - }) - .init_resource::<dim::DebugLinePipeline>() - .init_resource::<SpecializedMeshPipelines<dim::DebugLinePipeline>>() - .add_systems(Render, extract.in_set(RenderSet::ExtractCommands)) - .add_systems(Render, dim::queue.in_set(RenderSet::Queue)); - - info!("Loaded {} debug lines plugin.", dim::DIMMENSION); - } -} - -// Number of meshes to separate line buffers into. -// We don't really do culling currently but this is a gateway to that. -const MESH_COUNT: usize = 4; -// Maximum number of points for each individual mesh. -const MAX_POINTS_PER_MESH: usize = 2_usize.pow(16); -const _MAX_LINES_PER_MESH: usize = MAX_POINTS_PER_MESH / 2; -/// Maximum number of points. -pub const MAX_POINTS: usize = MAX_POINTS_PER_MESH * MESH_COUNT; -/// Maximum number of unique lines to draw at once. -pub const MAX_LINES: usize = MAX_POINTS / 2; - -const ATTRIBUTE_COLOR: MeshVertexAttribute = - MeshVertexAttribute::new("Vertex_Color", 1, VertexFormat::Uint32); - -fn setup(mut cmds: Commands, mut meshes: ResMut<Assets<Mesh>>) { - // Spawn a bunch of meshes to use for lines. - for i in 0..MESH_COUNT { - // Create a new mesh with the number of vertices we need. - let mut mesh = Mesh::new(PrimitiveTopology::LineList); - mesh.insert_attribute( - Mesh::ATTRIBUTE_POSITION, - VertexAttributeValues::Float32x3(Vec::with_capacity(MAX_POINTS_PER_MESH)), - ); - mesh.insert_attribute( - ATTRIBUTE_COLOR, - VertexAttributeValues::Uint32(Vec::with_capacity(MAX_POINTS_PER_MESH)), - ); - // https://github.com/Toqozz/bevy_debug_lines/issues/16 - //mesh.set_indices(Some(Indices::U16(Vec::with_capacity(MAX_POINTS_PER_MESH)))); - - cmds.spawn(( - dim::into_handle(meshes.add(mesh)), - NotShadowCaster, - NotShadowReceiver, - NoFrustumCulling, - Transform::default(), - GlobalTransform::default(), - Visibility::default(), - ComputedVisibility::default(), - DebugLinesMesh(i), - )); - } -} - -fn update( - debug_line_meshes: Query<(&dim::MeshHandle, &DebugLinesMesh)>, - time: Res<Time>, - mut meshes: ResMut<Assets<Mesh>>, - mut lines: ResMut<DebugLines>, -) { - // For each debug line mesh, fill its buffers with the relevant positions/colors chunks. - for (mesh_handle, debug_lines_idx) in debug_line_meshes.iter() { - let mesh = meshes.get_mut(dim::from_handle(mesh_handle)).unwrap(); - use VertexAttributeValues::{Float32x3, Uint32}; - if let Some(Float32x3(vbuffer)) = mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION) { - vbuffer.clear(); - if let Some(new_content) = lines - .positions - .chunks(MAX_POINTS_PER_MESH) - .nth(debug_lines_idx.0) - { - vbuffer.extend(new_content); - } - } - - if let Some(Uint32(cbuffer)) = mesh.attribute_mut(ATTRIBUTE_COLOR) { - cbuffer.clear(); - if let Some(new_content) = lines - .colors - .chunks(MAX_POINTS_PER_MESH) - .nth(debug_lines_idx.0) - { - cbuffer.extend(new_content); - } - } - - /* - // https://github.com/Toqozz/bevy_debug_lines/issues/16 - if let Some(Indices::U16(indices)) = mesh.indices_mut() { - indices.clear(); - if let Some(new_content) = lines.durations.chunks(_MAX_LINES_PER_MESH).nth(debug_lines_idx.0) { - indices.extend( - new_content.iter().enumerate().map(|(i, _)| i as u16).flat_map(|i| [i * 2, i*2 + 1]) - ); - } - } - */ - } - - // Processes stuff like getting rid of expired lines and stuff. - lines.update(time.delta_seconds()); -} - -/// Move the DebugLinesMesh marker Component to the render context. -fn extract(mut commands: Commands, query: Query<Entity, With<DebugLinesMesh>>, _: Res<MainWorld>) { - for entity in query.iter() { - commands.get_or_spawn(entity).insert(RenderDebugLinesMesh); - } -} - -#[derive(Component)] -pub(crate) struct DebugLinesMesh(usize); - -#[derive(Component)] -pub(crate) struct RenderDebugLinesMesh; - -/// Bevy resource providing facilities to draw lines. -/// -/// # Usage -/// ```.ignore -/// use bevy::prelude::*; -/// use bevy_prototype_debug_lines::*; -/// -/// // Draws 3 horizontal lines, which disappear after 1 frame. -/// fn some_system(mut lines: ResMut<DebugLines>) { -/// lines.line(Vec3::new(-1.0, 1.0, 0.0), Vec3::new(1.0, 1.0, 0.0), 0.0); -/// lines.line_colored( -/// Vec3::new(-1.0, 0.0, 0.0), -/// Vec3::new(1.0, 0.0, 0.0), -/// 0.0, -/// Color::WHITE -/// ); -/// lines.line_gradient( -/// Vec3::new(-1.0, -1.0, 0.0), -/// Vec3::new(1.0, -1.0, 0.0), -/// 0.0, -/// Color::WHITE, Color::PINK -/// ); -/// } -/// ``` -#[derive(Default, Resource)] -pub struct DebugLines { - pub positions: Vec<[f32; 3]>, - //pub colors: Vec<[f32; 4]>, - pub colors: Vec<u32>, - pub durations: Vec<f32>, -} - -impl DebugLines { - /// Draw a line in world space, or update an existing line - /// - /// # Arguments - /// - /// * `start` - The start of the line in world space - /// * `end` - The end of the line in world space - /// * `duration` - Duration (in seconds) that the line should show for -- a value of - /// zero will show the line for 1 frame. - pub fn line(&mut self, start: Vec3, end: Vec3, duration: f32) { - self.line_colored(start, end, duration, Color::WHITE); - } - - /// Draw a line in world space with a specified color, or update an existing line - /// - /// # Arguments - /// - /// * `start` - The start of the line in world space - /// * `end` - The end of the line in world space - /// * `duration` - Duration (in seconds) that the line should show for -- a value of - /// zero will show the line for 1 frame. - /// * `color` - Line color - pub fn line_colored(&mut self, start: Vec3, end: Vec3, duration: f32, color: Color) { - self.line_gradient(start, end, duration, color, color); - } - - /// Draw a line in world space with a specified gradient color, or update an existing line - /// - /// # Arguments - /// - /// * `start` - The start of the line in world space - /// * `end` - The end of the line in world space - /// * `duration` - Duration (in seconds) that the line should show for -- a value of - /// zero will show the line for 1 frame. - /// * `start_color` - Line color - /// * `end_color` - Line color - pub fn line_gradient( - &mut self, - start: Vec3, - end: Vec3, - duration: f32, - start_color: Color, - end_color: Color, - ) { - if self.positions.len() >= MAX_POINTS { - return; - } - - self.positions.push(start.into()); - self.positions.push(end.into()); - //self.colors.push(start_color.into()); - //self.colors.push(end_color.into()); - self.colors.push(start_color.as_rgba_u32()); - self.colors.push(end_color.as_rgba_u32()); - self.durations.push(duration); - } - - // Returns the indices of the start and end positions of the nth line. - // The indices can also be used to access color data. - fn nth(&self, idx: usize) -> (usize, usize) { - let i = idx * 2; - (i, i + 1) - } - - // Prepare [`ImmediateLinesStorage`] and [`RetainedLinesStorage`] for next - // frame. - // This clears the immediate mod buffers and tells the retained mode - // buffers to recompute expired lines list. - fn update(&mut self, dt: f32) { - // TODO: an actual line counter wouldn't hurt. - let mut i = 0; - let mut len = self.durations.len(); - while i != len { - self.durations[i] -= dt; - // <= instead of < is fine here because this is always called AFTER sending the - // data to the mesh, so we're guaranteed at least a frame here. - if self.durations[i] <= 0.0 { - let (cur_s, cur_e) = self.nth(i); - let (last_s, last_e) = self.nth(len - 1); - self.positions.swap(cur_s, last_s); - self.positions.swap(cur_e, last_e); - self.colors.swap(cur_s, last_s); - self.colors.swap(cur_e, last_e); - self.durations.swap(i, len - 1); - len -= 1; - } else { - i += 1; - } - } - - self.positions.truncate(len * 2); - self.colors.truncate(len * 2); - self.durations.truncate(len); - } -} |
