feat: add gravity node
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This commit is contained in:
2024-04-25 13:15:24 +02:00
parent 41ca2123ba
commit c1e6d141bf
14 changed files with 390 additions and 26 deletions

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@ -33,7 +33,7 @@ pub fn extrude_path(input_path: PathData, res_x: usize) -> Vec<i32> {
let position_offset = i * res_x;
let pos = Vec3::new(path[i * 4], path[i * 4 + 1], path[i * 4 + 2]);
let thickness = path[i * 4 + 3];
let thickness = path[i * 4 + 3].max(0.000001);
// Get direction of the current segment
let segment_dir = (if i == 0 {

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@ -0,0 +1,21 @@
use glam::{Quat, Vec3};
/// Rotates a vector around a given axis by a specified angle.
///
/// Arguments:
/// * `vector` - The vector to rotate.
/// * `axis` - The axis to rotate around.
/// * `angle_radians` - The angle to rotate by, in radians.
///
/// Returns:
/// * The rotated vector.
pub fn rotate_vector_by_angle(vector: Vec3, axis: Vec3, angle_radians: f32) -> Vec3 {
// Normalize the axis to ensure it's a unit vector
let normalized_axis = axis.normalize();
// Create a quaternion representing the rotation around the axis by the given angle
let rotation_quat = Quat::from_axis_angle(normalized_axis, angle_radians);
// Rotate the vector using the quaternion
rotation_quat.mul_vec3(vector)
}

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@ -1,11 +1,13 @@
mod calculate_normals;
mod extrude_path;
mod geometry_data;
mod math;
mod path_data;
mod transform;
pub use calculate_normals::*;
pub use extrude_path::*;
pub use geometry_data::*;
pub use math::*;
pub use path_data::*;
pub use transform::*;

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@ -1,3 +1,5 @@
use glam::{vec3, vec4, Vec3, Vec4, Vec4Swizzles};
// 0: node-type, stem: 0
// 1: depth
static PATH_HEADER_SIZE: usize = 2;
@ -207,3 +209,112 @@ pub fn get_direction_at_path(path: &[f32], alpha: f32) -> [f32; 3] {
[dx / norm, dy / norm, dz / norm]
}
/// A function that interpolates a position along a path given by `points_data` at a position
/// specified by `alpha` (ranging from 0.0 to 1.0), calculates an orthogonal vector to the path,
/// and returns the direction of the path at that point.
///
/// Arguments:
/// * `points_data` - A slice of `f32` containing x, y, z coordinates and thickness for each point defining the path.
/// * `alpha` - A float from 0.0 to 1.0 indicating the relative position along the path.
///
/// Returns:
/// * A tuple containing the interpolated position along the path as Vec4 (including thickness),
/// a vector orthogonal to the path, and the direction of the path at that position.
pub fn interpolate_along_path(points_data: &[f32], _alpha: f32) -> (Vec4, Vec3, Vec3) {
let alpha = _alpha.min(0.999999).max(0.000001);
assert!(
points_data.len() % 4 == 0,
"The points data must be a multiple of 4."
);
let num_points = points_data.len() / 4;
assert!(
num_points > 1,
"There must be at least two points to define a path."
);
// Calculate the total length of the path and the lengths of each segment.
let mut segment_lengths = Vec::with_capacity(num_points - 1);
let mut total_length = 0.0;
for i in 0..num_points - 1 {
let start_index = i * 4;
let end_index = (i + 1) * 4;
let start_point = vec3(
points_data[start_index],
points_data[start_index + 1],
points_data[start_index + 2],
);
let end_point = vec3(
points_data[end_index],
points_data[end_index + 1],
points_data[end_index + 2],
);
let length = (end_point - start_point).length();
segment_lengths.push(length);
total_length += length;
}
// Find the target length along the path corresponding to `alpha`.
let target_length = alpha * total_length;
let mut accumulated_length = 0.0;
// Find the segment that contains the point at `target_length`.
for (i, &length) in segment_lengths.iter().enumerate() {
if accumulated_length + length >= target_length {
// Calculate the position within this segment.
let segment_alpha = (target_length - accumulated_length) / length;
let start_index = i * 4;
let end_index = (i + 1) * 4;
let start_point = vec4(
points_data[start_index],
points_data[start_index + 1],
points_data[start_index + 2],
points_data[start_index + 3],
);
let end_point = vec4(
points_data[end_index],
points_data[end_index + 1],
points_data[end_index + 2],
points_data[end_index + 3],
);
let position = start_point + (end_point - start_point) * segment_alpha;
// Calculate the tangent vector to the path at this segment.
let tangent = (end_point.xyz() - start_point.xyz()).normalize();
// Calculate an orthogonal vector. Assume using the global up vector (0, 1, 0)
let global_up = vec3(0.0, 1.0, 0.0);
let orthogonal = tangent.cross(global_up).normalize();
// If the orthogonal vector is zero, choose another axis.
let orthogonal = if orthogonal.length_squared() == 0.0 {
tangent.cross(vec3(1.0, 0.0, 0.0)).normalize()
} else {
orthogonal
};
return (position, orthogonal, tangent);
}
accumulated_length += length;
}
// As a fallback for numerical precision issues, use the last point and a default orthogonal vector.
let last_start_index = (num_points - 2) * 4;
let last_end_index = (num_points - 1) * 4;
let last_start_point = vec4(
points_data[last_start_index],
points_data[last_start_index + 1],
points_data[last_start_index + 2],
points_data[last_start_index + 3],
);
let last_end_point = vec4(
points_data[last_end_index],
points_data[last_end_index + 1],
points_data[last_end_index + 2],
points_data[last_end_index + 3],
);
let last_tangent = (last_end_point.xyz() - last_start_point.xyz()).normalize();
let last_orthogonal = last_tangent.cross(vec3(0.0, 1.0, 0.0)).normalize();
(last_end_point, last_orthogonal, last_tangent)
}