assign random color per triangle
This commit is contained in:
parent
a5d31d68d6
commit
5a57779261
1 changed files with 60 additions and 13 deletions
|
@ -1,15 +1,20 @@
|
|||
//use core::slice::SlicePattern;
|
||||
|
||||
use bevy::{
|
||||
prelude::{shape::Icosphere, *},
|
||||
render::mesh::Indices,
|
||||
render::{color::Color, mesh::Indices},
|
||||
};
|
||||
use bevy_rapier3d::prelude::*;
|
||||
use hexasphere::shapes::IcoSphere;
|
||||
use noise::{HybridMulti, NoiseFn, SuperSimplex};
|
||||
use rand::{Rng, SeedableRng};
|
||||
use wgpu::PrimitiveTopology;
|
||||
|
||||
use crate::Label;
|
||||
|
||||
pub const PLANET_RADIUS: f32 = 3_000.0;
|
||||
pub const PLANET_HUE: f32 = 31.0;
|
||||
pub const PLANET_SATURATION: f32 = 1.0;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct CyberPlanet;
|
||||
|
@ -19,7 +24,7 @@ fn spawn_planet(
|
|||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
let color = Color::rgb(0.74, 0.5334, 0.176);
|
||||
//let color = Color::rgb(0.74, 0.5334, 0.176);
|
||||
let isphere = Icosphere {
|
||||
radius: PLANET_RADIUS,
|
||||
subdivisions: 88,
|
||||
|
@ -41,14 +46,7 @@ fn spawn_planet(
|
|||
commands
|
||||
.spawn(PbrBundle {
|
||||
mesh: meshes.add(mesh),
|
||||
material: materials.add(StandardMaterial {
|
||||
base_color: color,
|
||||
metallic: 0.3,
|
||||
perceptual_roughness: 0.3,
|
||||
//alpha_mode: AlphaMode::Opaque,
|
||||
..Default::default()
|
||||
}),
|
||||
|
||||
material: materials.add(Color::WHITE.into()),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(pbody)
|
||||
|
@ -82,11 +80,13 @@ fn gen_planet(sphere: Icosphere) -> (Mesh, Collider) {
|
|||
|
||||
let noise = HybridMulti::<SuperSimplex>::default();
|
||||
|
||||
let (mut min, mut max) = (f32::MAX, f32::MIN);
|
||||
|
||||
let noisy_points = generated
|
||||
.raw_points()
|
||||
.iter()
|
||||
.map(|&p| {
|
||||
let disp = noise.get(p.as_dvec3().into()) as f32 * 0.01;
|
||||
let disp = noise.get(p.as_dvec3().into()) as f32 * 0.05;
|
||||
let pt = p + (p.normalize() * disp);
|
||||
pt.into()
|
||||
})
|
||||
|
@ -97,6 +97,13 @@ fn gen_planet(sphere: Icosphere) -> (Mesh, Collider) {
|
|||
.map(|&p| (Vec3::from_slice(&p) * sphere.radius).into())
|
||||
.collect::<Vec<[f32; 3]>>();
|
||||
|
||||
for p in &points {
|
||||
let v = Vec3::new(p[0], p[1], p[2]);
|
||||
let v = v.length();
|
||||
min = v.min(min);
|
||||
max = v.max(max);
|
||||
}
|
||||
|
||||
let uvs = generated.raw_data().to_owned();
|
||||
|
||||
let mut indices = Vec::with_capacity(generated.indices_per_main_triangle() * 20);
|
||||
|
@ -110,13 +117,53 @@ fn gen_planet(sphere: Icosphere) -> (Mesh, Collider) {
|
|||
idxs.push([idx[0], idx[1], idx[2]]);
|
||||
}
|
||||
|
||||
let indices = Indices::U32(indices);
|
||||
let shape = Collider::trimesh(points.iter().map(|p| Vect::from_slice(p)).collect(), idxs);
|
||||
|
||||
let indices = Indices::U32(indices);
|
||||
dbg!(&points.len());
|
||||
|
||||
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
|
||||
mesh.set_indices(Some(indices));
|
||||
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, points);
|
||||
mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
|
||||
//mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
|
||||
mesh.duplicate_vertices();
|
||||
mesh.compute_flat_normals();
|
||||
|
||||
let tri_list = mesh
|
||||
.attribute(Mesh::ATTRIBUTE_POSITION)
|
||||
.unwrap()
|
||||
.as_float3()
|
||||
.unwrap();
|
||||
|
||||
dbg!(&tri_list.len());
|
||||
|
||||
let mut rng = rand::rngs::StdRng::seed_from_u64(57);
|
||||
let mut colors = Vec::new();
|
||||
for triangle in tri_list.chunks_exact(3) {
|
||||
let mut lens = 0.0;
|
||||
for &v in triangle {
|
||||
let v = Vec3::new(v[0], v[1], v[2]);
|
||||
lens += v.length();
|
||||
}
|
||||
let v = lens / 3.0;
|
||||
//let l = val_norm(v, min - 500.0, max); //.powi(2);
|
||||
let l = 0.41;
|
||||
let jitter = rng.gen_range(-0.0..=360.0f32);
|
||||
let h = jitter;
|
||||
let color = Color::hsl(h, PLANET_SATURATION, l).as_linear_rgba_f32();
|
||||
for _ in 0..3 {
|
||||
colors.push(color.clone());
|
||||
}
|
||||
}
|
||||
|
||||
dbg!(&colors.len());
|
||||
mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors);
|
||||
|
||||
(mesh, shape)
|
||||
}
|
||||
|
||||
/// remaps v in low..high to 0..1
|
||||
fn val_norm(v: f32, low: f32, high: f32) -> f32 {
|
||||
// q = (p-A)*(D-C)/(B-A) + C, C = 0, D = 1
|
||||
(v - low) / (high - low)
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue