use crate::plugins::environment::systems::camera_system::CameraController; use crate::plugins::environment::systems::voxels::octree; use crate::plugins::environment::systems::voxels::structure::*; use bevy::prelude::*; use std::path::Path; ///TODO pub fn voxel_system( keyboard_input: Res>, mouse_button_input: Res>, mut octree_query: Query<&mut SparseVoxelOctree>, mut query: Query<(&mut Transform, &mut CameraController)>, mut windows: Query<&mut Window>, ) { let Ok(mut window) = windows.get_single_mut() else { return; }; let Ok((mut transform, _)) = query.get_single_mut() else { return; }; // ======================= // 5) Octree Keys // ======================= if keyboard_input.just_pressed(KeyCode::F2) { for mut octree in octree_query.iter_mut() { octree.show_wireframe = !octree.show_wireframe; } } if keyboard_input.just_pressed(KeyCode::F3) { for mut octree in octree_query.iter_mut() { octree.show_world_grid = !octree.show_world_grid; } } if keyboard_input.just_pressed(KeyCode::KeyQ) && window.cursor_options.visible == false { for mut octree in octree_query.iter_mut() { octree.insert(transform.translation, Voxel::random_sides()); } } if keyboard_input.just_pressed(KeyCode::F4) { let path = Path::new("octree.bin"); for octree in octree_query.iter() { if let Err(e) = octree.save_to_file(path) { error!("failed to save octree: {e}"); } } } /* if keyboard_input.just_pressed(KeyCode::F5){ let path = Path::new("octree.bin"); if path.exists() { let path = Path::new("octree.bin"); let mut octree = if path.exists() { match SparseVoxelOctree::load_from_file(path) { Ok(tree) => tree, Err(err) => { error!("failed to load octree: {err}"); } } } } }*/ // ======================= // 6) Building // ======================= if (mouse_button_input.just_pressed(MouseButton::Left) || mouse_button_input.just_pressed(MouseButton::Right)) && !window.cursor_options.visible { // Get the mouse position in normalized device coordinates (-1 to 1) if let Some(_) = window.cursor_position() { // Set the ray direction to the camera's forward vector let ray_origin = transform.translation; let ray_direction = transform.forward().normalize(); let ray = Ray { origin: ray_origin, direction: ray_direction, }; for mut octree in octree_query.iter_mut() { if let Some((hit_x, hit_y, hit_z, depth, normal)) = octree.raycast(&ray) { if mouse_button_input.just_pressed(MouseButton::Right) { let voxel_size = octree.get_spacing_at_depth(depth); let hit_position = Vec3::new(hit_x as f32, hit_y as f32, hit_z as f32); let epsilon = voxel_size * 0.1; // Adjust this value as needed (e.g., 0.1 times the voxel size) // Offset position by epsilon in the direction of the normal let offset_position = hit_position - (normal * Vec3::new(epsilon as f32, epsilon as f32, epsilon as f32)); // Remove the voxel octree.remove(offset_position); } else if mouse_button_input.just_pressed(MouseButton::Left) { let voxel_size = octree.get_spacing_at_depth(depth); let hit_position = Vec3::new(hit_x as f32, hit_y as f32, hit_z as f32); let epsilon = voxel_size * 0.1; // Adjust this value as needed (e.g., 0.1 times the voxel size) // Offset position by epsilon in the direction of the normal let offset_position = hit_position + (normal * Vec3::new(epsilon as f32, epsilon as f32, epsilon as f32)); // Insert the new voxel octree.insert(offset_position, Voxel::random_sides()); } } } } } }