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[WIP] Ray casting #43
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* Add basic documentation * Provide top-level documentation for every struct * Document every public entity * Replace crate-level documentation * Remove in-doc example
33: New input API r=kvark Closes #8 r? @vitvakatu
…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.
…work (without a lot of extra effort)
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.
Has there been any progress on this PR? |
@alteous there is a lot to do here, not much progress since what is published here (distracted by other shiny things). |
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. |
@Rhuagh I pushed all of the local code here now. It's hacky and not production ready. |
Fixes #23, eventually
This change is