- 操作系统:win11
- rust版本:rustc 1.77.0-nightly
- bevy版本:0.12
在three.js
中,可以通过使用ConvexGeometry
从给定的三维点集合生成凸包(Convex Hull)
import { ConvexGeometry } from 'three/addons/geometries/ConvexGeometry.js';
例如:
const geometry = new ConvexGeometry( points );
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
但是在bevy
中如何实现呢?
bevy
的版本中,并没有类似的实现,目前支持的shape
也比three.js
少:
ConvexHull
,只能借助第三方库(或者自己实现,可以参考three.js
实现)rapier
来实现首先我们通过点集构造ConvexHull
,rapier
可以直接完成这一步:
let collider = Collider::convex_hull(&points);
但是该方法构造的是一个Collider
,实际上是无法直接当成Mesh
使用的
然后我们将其转换成ConvexPolyhedron
let convex = c.as_convex_polyhedron().unwrap();
该结构中包含一个凸包的所有属性,例如点、边、面等,事实上,它提供了一个方法,能够直接转换成TriangleMesh所需要的数据:
impl ConvexPolyhedron {
/// Discretize the boundary of this convex polyhedron as a triangle-mesh.
pub fn to_trimesh(&self) -> (Vec<Point3<Real>>, Vec<[u32; 3]>) {
let mut indices = Vec::new();
for face in self.faces() {
let i1 = face.first_vertex_or_edge;
let i2 = i1 + face.num_vertices_or_edges;
let first_id = self.vertices_adj_to_face()[i1 as usize] as u32;
for idx in self.vertices_adj_to_face()[i1 as usize + 1..i2 as usize].windows(2) {
indices.push([first_id, idx[0] as u32, idx[1] as u32]);
}
}
(self.points().to_vec(), indices)
}
}
但是不包含normal
数据,导致光照对其没有作用
所以我们需要自己实现一个相似的方法,首先我们来看看测试数据,实际上它有20个点,共12个面,每个面是一个正五边形,所以使用TriangleMesh来表达的话,一共是36个三角形
再让我们来看看bevy
中构造一个TriangleMesh
需要哪些数据:
fn create_simple_parallelogram() -> Mesh {
// Create a new mesh using a triangle list topology, where each set of 3 vertices composes a triangle.
Mesh::new(PrimitiveTopology::TriangleList)
// 顶点数据
.with_inserted_attribute(
Mesh::ATTRIBUTE_POSITION,
vec![[0.0, 0.0, 0.0], [1.0, 2.0, 0.0], [2.0, 2.0, 0.0], [1.0, 0.0, 0.0]]
)
// uv数据 在本文中我们并不需要
.with_inserted_attribute(
Mesh::ATTRIBUTE_UV_0,
vec![[0.0, 1.0], [0.5, 0.0], [1.0, 0.0], [0.5, 1.0]]
)
// 法线
.with_inserted_attribute(
Mesh::ATTRIBUTE_NORMAL,
vec![[0.0, 0.0, 1.0], [0.0, 0.0, 1.0], [0.0, 0.0, 1.0], [0.0, 0.0, 1.0]]
)
// 三角形的顶点索引
.with_indices(Some(Indices::U32(vec![
0, 3, 1,
1, 3, 2
])))
}
对比我们需要的数据,以及to_trimesh
方法,发现我们少了normal
数据,不过这个数据在face中就有,那么所有条件就具备了
完整代码
let plist: Vec<f32> = vec![0., 3.568220853805542, 9.341723442077637, 5.773502826690674, 5.773502826690674, 5.773502826690674, -5.773502826690674, 5.773502826690674, 5.773502826690674, 3.568220853805542, 9.341723442077637, 0., -3.568220853805542, 9.341723442077637, 0., 9.341723442077637, 0., 3.568220853805542, 9.341723442077637, 0., -3.568220853805542, 5.773502826690674, 5.773502826690674, -5.773502826690674, 5.773502826690674, -5.773502826690674, -5.773502826690674, 0., -3.568220853805542, -9.341723442077637, 0., 3.568220853805542, -9.341723442077637, -5.773502826690674, -5.773502826690674, -5.773502826690674, -9.341723442077637, 0., -3.568220853805542, -5.773502826690674, 5.773502826690674, -5.773502826690674, -3.568220853805542, -9.341723442077637, 0., -5.773502826690674, -5.773502826690674, 5.773502826690674, -9.341723442077637, 0., 3.568220853805542, 0., -3.568220853805542, 9.341723442077637, 3.568220853805542, -9.341723442077637, 0., 5.773502826690674, -5.773502826690674, 5.773502826690674];
let points: Vec<Vec3> = plist
.array_chunks()
.into_iter()
.map(|&v: &[f32; 3]| Vec3::from_array(v))
.collect();
// 通过点集构造convex hull
let collider = Collider::convex_hull(&points);
if let Some(c) = collider {
let convex = c.as_convex_polyhedron().unwrap();
// 取convex hull的所有面
let faces = convex.raw.faces();
// 取点集
let points = convex.raw.points();
// 取映射关系
let face_to_vertices = convex.raw.vertices_adj_to_face();
let mut positions = Vec::new();
// 法向量 用于处理光照
let mut normals = Vec::new();
let mut indices = Vec::new();
// 遍历所有的面
for face in faces {
let i1 = face.first_vertex_or_edge;
let i2 = i1 + face.num_vertices_or_edges;
for idx in i1..i2 {
let point = points[face_to_vertices[idx as usize] as usize];
// 重新构造点集 points是原始点集
positions.push([point.x, point.y, point.z]);
// 面上的所有点的朝向与面相同
normals.push([face.normal.x, face.normal.y, face.normal.z]);
}
for idx in i1 + 1..i2 - 1 {
// 构造顶点索引
indices.push([i1, idx as u32, idx + 1 as u32]);
}
}
// 构造Mesh
let mesh = Mesh::new(PrimitiveTopology::TriangleList)
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions)
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
.with_indices(Some(Indices::U32(indices.concat())));
commands.spawn(PbrBundle {
mesh: meshes.add(mesh),
material: materials.add(Color::rgb_u8(124, 144, 255).into()),
transform: Transform::from_xyz(0.0, 1., 0.0).with_scale(Vec3::new(0.1, 0.1, 0.1)),
..default()
});
}
结果(gif)