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[WIP] Ray casting #43

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[WIP] Ray casting #43

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@kvark kvark commented Jun 25, 2017

Fixes #23, eventually


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kvark and others added 30 commits June 5, 2017 15:28
* Add basic documentation

* Provide top-level documentation for every struct

* Document every public entity

* Replace crate-level documentation

* Remove in-doc example
32: Update graph in sync r=kvark

I think it was mistake not to call `update_graph` in `sync()`.
Without this, `NodeInfo` doesn't contain *actual* info and `sync()` panics on `scene_id` assertion.
33: New input API r=kvark

Closes #8

r? @vitvakatu
34: Native projection types r=kvark

Finishes the last bits of #4
Also simplifies the projection setups.

Basically, we only provide the vertical FOV/extent, and the horizontal is derived from the current aspect ratio in order to produce square pixels.
39: Exposing Pointer<Node> publically as NodePointer r=kvark
sunjay and others added 3 commits June 24, 2017 00:46
…hree-rs types.

Really wanted to replace macros in `src/scene.rs` with some macros that
could be used outside of the crate, but unfortunately that didn't workout
because while internal three objects have access to the `node` field,
structs external to the crate do not. This causes problems in `as_ref` and
if that one was going to deviate, we might as well make a single macro for
the special purpose of classes that wrap three-rs objects.
40: Added macro for implementing conversion traits on structs that wrap three-rs types. r=kvark

This macro makes it really easy for structs that simply wrap a three-rs type to implement the right traits so that those custom types can interop with three-rs methods really easily.

The macro is nice and flexible and the field name is optional. I chose the syntax `MyStruct#field` because it seemed more natural to me than `MyStruct.field` or `MyStruct::field` (since `x::y` is usually for modules or methods, not fields).

[See the effect of this change here](https://github.com/sunjay/panda/commit/d508806d9f5f47fe4267b98f5823142108decaac)

Really wanted to replace macros in `src/scene.rs` with some macros that could be used outside of the crate, but unfortunately that didn't workout because while internal three objects have access to the `node` field, structs external to the crate do not. This causes problems in `as_ref` and if that one was going to deviate, we might as well make a single macro for the special purpose of classes that wrap three-rs objects.
@kvark kvark changed the title [WIO] Ray casting [WIP] Ray casting Jun 25, 2017
@alteous
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alteous commented Aug 16, 2017

Has there been any progress on this PR?

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kvark commented Aug 16, 2017

@alteous there is a lot to do here, not much progress since what is published here (distracted by other shiny things).

@Rhuagh
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Rhuagh commented Sep 21, 2017

There is now a BVH in collision-rs that has support for raycasting. It's not super fast yet, but I have some ideas for that.

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kvark commented Sep 21, 2017

@Rhuagh I pushed all of the local code here now. It's hacky and not production ready.
Please feel free to take over, if find this useful.

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