fix projection
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@@ -1,41 +1,50 @@
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use bevy::app::{App, Plugin};
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use bevy::app::{App, Plugin, PostUpdate};
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use bevy::core_pipeline::core_3d::graph::Core3d;
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use bevy::core_pipeline::core_3d::Camera3d;
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use bevy::core_pipeline::tonemapping::{DebandDither, Tonemapping};
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use bevy::ecs::bundle::Bundle;
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use bevy::ecs::component::Component;
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use bevy::ecs::reflect::ReflectComponent;
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use bevy::ecs::schedule::IntoSystemConfigs;
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use bevy::math::{Mat4, Vec3A};
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use bevy::reflect::std_traits::ReflectDefault;
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use bevy::reflect::Reflect;
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use bevy::render::camera::{
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Camera, CameraMainTextureUsages, CameraProjection, CameraProjectionPlugin, CameraRenderGraph,
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Exposure,
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};
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use bevy::render::extract_component::{ExtractComponent, ExtractComponentPlugin};
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use bevy::render::primitives::Frustum;
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use bevy::render::view::{ColorGrading, VisibleEntities};
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use bevy::render::view::{update_frusta, ColorGrading, VisibilitySystems, VisibleEntities};
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use bevy::transform::components::{GlobalTransform, Transform};
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use bevy::transform::TransformSystem;
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pub struct XrCameraPlugin;
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impl Plugin for XrCameraPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(CameraProjectionPlugin::<XrProjection>::default());
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app.add_systems(
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PostUpdate,
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update_frusta::<XrProjection>
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.after(TransformSystem::TransformPropagate)
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.before(VisibilitySystems::UpdatePerspectiveFrusta),
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);
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app.add_plugins(ExtractComponentPlugin::<XrProjection>::default());
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}
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}
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#[derive(Clone, Copy, Component, Reflect, Debug)]
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#[reflect(Component)]
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#[derive(Debug, Clone, Component, Reflect, ExtractComponent)]
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#[reflect(Component, Default)]
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pub struct XrProjection {
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pub projection_matrix: Mat4,
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pub near: f32,
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pub far: f32,
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}
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impl Default for XrProjection {
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fn default() -> Self {
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Self {
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near: 0.1,
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far: 1000.,
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projection_matrix: Mat4::IDENTITY,
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}
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}
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@@ -53,12 +62,32 @@ impl CameraProjection for XrProjection {
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fn update(&mut self, _width: f32, _height: f32) {}
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fn far(&self) -> f32 {
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self.far
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let far = self.projection_matrix.to_cols_array()[14]
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/ (self.projection_matrix.to_cols_array()[10] + 1.0);
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far
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}
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// TODO calculate this properly
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fn get_frustum_corners(&self, _z_near: f32, _z_far: f32) -> [Vec3A; 8] {
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Default::default()
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let ndc_corners = [
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Vec3A::new(1.0, -1.0, 1.0), // Bottom-right far
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Vec3A::new(1.0, 1.0, 1.0), // Top-right far
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Vec3A::new(-1.0, 1.0, 1.0), // Top-left far
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Vec3A::new(-1.0, -1.0, 1.0), // Bottom-left far
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Vec3A::new(1.0, -1.0, -1.0), // Bottom-right near
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Vec3A::new(1.0, 1.0, -1.0), // Top-right near
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Vec3A::new(-1.0, 1.0, -1.0), // Top-left near
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Vec3A::new(-1.0, -1.0, -1.0), // Bottom-left near
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];
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let mut view_space_corners = [Vec3A::ZERO; 8];
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let inverse_matrix = self.projection_matrix.inverse();
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for (i, corner) in ndc_corners.into_iter().enumerate() {
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view_space_corners[i] = inverse_matrix.transform_point3a(corner);
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}
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view_space_corners
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}
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}
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