Struct bevy::render::primitives::Aabb
pub struct Aabb {
pub center: Vec3A,
pub half_extents: Vec3A,
}
Expand description
An axis-aligned bounding box, defined by:
- a center,
- the distances from the center to each faces along the axis, the faces are orthogonal to the axis.
It is typically used as a component on an entity to represent the local space occupied by this entity, with faces orthogonal to its local axis.
This component is notably used during “frustum culling”, a process to determine
if an entity should be rendered by a Camera
if its bounding box intersects
with the camera’s Frustum
.
It will be added automatically by the systems in CalculateBounds
to entities that:
- could be subject to frustum culling, for example with a
Handle<Mesh>
orSprite
component, - don’t have the
NoFrustumCulling
component.
It won’t be updated automatically if the space occupied by the entity changes,
for example if the vertex positions of a Mesh
inside a Handle<Mesh>
are
updated.
Fields§
§center: Vec3A
§half_extents: Vec3A
Implementations§
§impl Aabb
impl Aabb
pub fn from_min_max(minimum: Vec3, maximum: Vec3) -> Aabb
pub fn from_min_max(minimum: Vec3, maximum: Vec3) -> Aabb
Examples found in repository?
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fn setup_scene_after_load(
mut commands: Commands,
mut setup: Local<bool>,
mut scene_handle: ResMut<SceneHandle>,
asset_server: Res<AssetServer>,
meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Handle<Mesh>>>,
) {
if scene_handle.is_loaded && !*setup {
*setup = true;
// Find an approximate bounding box of the scene from its meshes
if meshes.iter().any(|(_, maybe_aabb)| maybe_aabb.is_none()) {
return;
}
let mut min = Vec3A::splat(f32::MAX);
let mut max = Vec3A::splat(f32::MIN);
for (transform, maybe_aabb) in &meshes {
let aabb = maybe_aabb.unwrap();
// If the Aabb had not been rotated, applying the non-uniform scale would produce the
// correct bounds. However, it could very well be rotated and so we first convert to
// a Sphere, and then back to an Aabb to find the conservative min and max points.
let sphere = Sphere {
center: Vec3A::from(transform.transform_point(Vec3::from(aabb.center))),
radius: transform.radius_vec3a(aabb.half_extents),
};
let aabb = Aabb::from(sphere);
min = min.min(aabb.min());
max = max.max(aabb.max());
}
let size = (max - min).length();
let aabb = Aabb::from_min_max(Vec3::from(min), Vec3::from(max));
info!("Spawning a controllable 3D perspective camera");
let mut projection = PerspectiveProjection::default();
projection.far = projection.far.max(size * 10.0);
let walk_speed = size * 3.0;
let camera_controller = CameraController {
walk_speed,
run_speed: 3.0 * walk_speed,
..default()
};
// Display the controls of the scene viewer
info!("{}", camera_controller);
info!("{}", *scene_handle);
commands.spawn((
Camera3dBundle {
projection: projection.into(),
transform: Transform::from_translation(
Vec3::from(aabb.center) + size * Vec3::new(0.5, 0.25, 0.5),
)
.looking_at(Vec3::from(aabb.center), Vec3::Y),
camera: Camera {
is_active: false,
..default()
},
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server
.load("assets/environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server
.load("assets/environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 150.0,
},
camera_controller,
));
// Spawn a default light if the scene does not have one
if !scene_handle.has_light {
info!("Spawning a directional light");
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(1.0, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
scene_handle.has_light = true;
}
}
}
pub fn enclosing<T>(iter: impl IntoIterator<Item = T>) -> Option<Aabb>
pub fn enclosing<T>(iter: impl IntoIterator<Item = T>) -> Option<Aabb>
Returns a bounding box enclosing the specified set of points.
Returns None
if the iterator is empty.
§Examples
let bb = Aabb::enclosing([Vec3::X, Vec3::Z * 2.0, Vec3::Y * -0.5]).unwrap();
assert_eq!(bb.min(), Vec3A::new(0.0, -0.5, 0.0));
assert_eq!(bb.max(), Vec3A::new(1.0, 0.0, 2.0));
pub fn relative_radius(&self, p_normal: &Vec3A, model: &Mat3A) -> f32
pub fn relative_radius(&self, p_normal: &Vec3A, model: &Mat3A) -> f32
Calculate the relative radius of the AABB with respect to a plane
pub fn min(&self) -> Vec3A
pub fn min(&self) -> Vec3A
Examples found in repository?
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fn setup_scene_after_load(
mut commands: Commands,
mut setup: Local<bool>,
mut scene_handle: ResMut<SceneHandle>,
asset_server: Res<AssetServer>,
meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Handle<Mesh>>>,
) {
if scene_handle.is_loaded && !*setup {
*setup = true;
// Find an approximate bounding box of the scene from its meshes
if meshes.iter().any(|(_, maybe_aabb)| maybe_aabb.is_none()) {
return;
}
let mut min = Vec3A::splat(f32::MAX);
let mut max = Vec3A::splat(f32::MIN);
for (transform, maybe_aabb) in &meshes {
let aabb = maybe_aabb.unwrap();
// If the Aabb had not been rotated, applying the non-uniform scale would produce the
// correct bounds. However, it could very well be rotated and so we first convert to
// a Sphere, and then back to an Aabb to find the conservative min and max points.
let sphere = Sphere {
center: Vec3A::from(transform.transform_point(Vec3::from(aabb.center))),
radius: transform.radius_vec3a(aabb.half_extents),
};
let aabb = Aabb::from(sphere);
min = min.min(aabb.min());
max = max.max(aabb.max());
}
let size = (max - min).length();
let aabb = Aabb::from_min_max(Vec3::from(min), Vec3::from(max));
info!("Spawning a controllable 3D perspective camera");
let mut projection = PerspectiveProjection::default();
projection.far = projection.far.max(size * 10.0);
let walk_speed = size * 3.0;
let camera_controller = CameraController {
walk_speed,
run_speed: 3.0 * walk_speed,
..default()
};
// Display the controls of the scene viewer
info!("{}", camera_controller);
info!("{}", *scene_handle);
commands.spawn((
Camera3dBundle {
projection: projection.into(),
transform: Transform::from_translation(
Vec3::from(aabb.center) + size * Vec3::new(0.5, 0.25, 0.5),
)
.looking_at(Vec3::from(aabb.center), Vec3::Y),
camera: Camera {
is_active: false,
..default()
},
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server
.load("assets/environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server
.load("assets/environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 150.0,
},
camera_controller,
));
// Spawn a default light if the scene does not have one
if !scene_handle.has_light {
info!("Spawning a directional light");
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(1.0, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
scene_handle.has_light = true;
}
}
}
pub fn max(&self) -> Vec3A
pub fn max(&self) -> Vec3A
Examples found in repository?
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fn setup_scene_after_load(
mut commands: Commands,
mut setup: Local<bool>,
mut scene_handle: ResMut<SceneHandle>,
asset_server: Res<AssetServer>,
meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Handle<Mesh>>>,
) {
if scene_handle.is_loaded && !*setup {
*setup = true;
// Find an approximate bounding box of the scene from its meshes
if meshes.iter().any(|(_, maybe_aabb)| maybe_aabb.is_none()) {
return;
}
let mut min = Vec3A::splat(f32::MAX);
let mut max = Vec3A::splat(f32::MIN);
for (transform, maybe_aabb) in &meshes {
let aabb = maybe_aabb.unwrap();
// If the Aabb had not been rotated, applying the non-uniform scale would produce the
// correct bounds. However, it could very well be rotated and so we first convert to
// a Sphere, and then back to an Aabb to find the conservative min and max points.
let sphere = Sphere {
center: Vec3A::from(transform.transform_point(Vec3::from(aabb.center))),
radius: transform.radius_vec3a(aabb.half_extents),
};
let aabb = Aabb::from(sphere);
min = min.min(aabb.min());
max = max.max(aabb.max());
}
let size = (max - min).length();
let aabb = Aabb::from_min_max(Vec3::from(min), Vec3::from(max));
info!("Spawning a controllable 3D perspective camera");
let mut projection = PerspectiveProjection::default();
projection.far = projection.far.max(size * 10.0);
let walk_speed = size * 3.0;
let camera_controller = CameraController {
walk_speed,
run_speed: 3.0 * walk_speed,
..default()
};
// Display the controls of the scene viewer
info!("{}", camera_controller);
info!("{}", *scene_handle);
commands.spawn((
Camera3dBundle {
projection: projection.into(),
transform: Transform::from_translation(
Vec3::from(aabb.center) + size * Vec3::new(0.5, 0.25, 0.5),
)
.looking_at(Vec3::from(aabb.center), Vec3::Y),
camera: Camera {
is_active: false,
..default()
},
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server
.load("assets/environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server
.load("assets/environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 150.0,
},
camera_controller,
));
// Spawn a default light if the scene does not have one
if !scene_handle.has_light {
info!("Spawning a directional light");
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(1.0, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
scene_handle.has_light = true;
}
}
}
Trait Implementations§
§impl Component for Aabb
impl Component for Aabb
§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
§fn register_component_hooks(_hooks: &mut ComponentHooks)
fn register_component_hooks(_hooks: &mut ComponentHooks)
ComponentHooks
.§impl FromReflect for Aabb
impl FromReflect for Aabb
§fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Aabb>
fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Aabb>
Self
from a reflected value.§fn take_from_reflect(
reflect: Box<dyn Reflect>
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read more§impl GetTypeRegistration for Aabb
impl GetTypeRegistration for Aabb
§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
§impl Reflect for Aabb
impl Reflect for Aabb
§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
.§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect
trait object. Read more§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
§fn apply(&mut self, value: &(dyn Reflect + 'static))
fn apply(&mut self, value: &(dyn Reflect + 'static))
§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
§fn reflect_owned(self: Box<Aabb>) -> ReflectOwned
fn reflect_owned(self: Box<Aabb>) -> ReflectOwned
§fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
§impl Struct for Aabb
impl Struct for Aabb
§fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
name
as a &dyn Reflect
.§fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
name
as a
&mut dyn Reflect
.§fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
index
as a
&dyn Reflect
.§fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
index
as a &mut dyn Reflect
.§fn iter_fields(&self) -> FieldIter<'_> ⓘ
fn iter_fields(&self) -> FieldIter<'_> ⓘ
§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
.§impl TypePath for Aabb
impl TypePath for Aabb
§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
impl Copy for Aabb
impl StructuralPartialEq for Aabb
Auto Trait Implementations§
impl Freeze for Aabb
impl RefUnwindSafe for Aabb
impl Send for Aabb
impl Sync for Aabb
impl Unpin for Aabb
impl UnwindSafe for Aabb
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§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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impl<C> Bundle for Cwhere
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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
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§impl<T> DynamicTypePath for Twhere
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impl<T> FromWorld for Twhere
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using data from the given World
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