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[Merged by Bors] - Fix torus normals #4520
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I just pushed a new commit that simplifies the math. This seems equivalent as far as I can tell and the results are the same. But I'd appreciate more eyes on the math. edit: Video above now reflects this commit. |
CI failure is the markdown link checker and unrelated / bogus. |
@rparrett, if you're in the mood, it would be nice to have a This would both be informative for users, and help us quickly check for further issues of this sort. |
bors r+ |
(Merging it in now; the shapes example should be in a separate PR anyways) |
# Objective Fix wonky torus normals. ## Solution I attempted this previously in #3549, but it looks like I botched it. It seems like I mixed up the y/z axes. Somehow, the result looked okay from that particular camera angle. This video shows toruses generated with - [left, orange] original torus mesh code - [middle, pink] PR 3549 - [right, purple] This PR https://user-images.githubusercontent.com/200550/164093183-58a7647c-b436-4512-99cd-cf3b705cefb0.mov
# Objective - As requested here: #4520 (comment) - Make it easier to spot issues with built-in shapes ## Solution https://user-images.githubusercontent.com/200550/165624709-c40dfe7e-0e1e-4bd3-ae52-8ae66888c171.mp4 - Add an example showcasing the built-in 3d shapes with lighting/shadows - Rotate objects in such a way that all faces are seen by the camera - Add a UV debug texture ## Discussion I'm not sure if this is what @alice-i-cecile had in mind, but I adapted the little "torus playground" from the issue linked above to include all built-in shapes. This exact arrangement might not be particularly scalable if many more shapes are added. Maybe a slow camera pan, or cycling with the keyboard or on a timer, or a sidebar with buttons would work better. If one of the latter options is used, options for showing wireframes or computed flat normals might add some additional utility. Ideally, I think we'd have a better way of visualizing normals. Happy to rework this or close it if there's not a consensus around it being useful.
# Objective - As requested here: #4520 (comment) - Make it easier to spot issues with built-in shapes ## Solution https://user-images.githubusercontent.com/200550/165624709-c40dfe7e-0e1e-4bd3-ae52-8ae66888c171.mp4 - Add an example showcasing the built-in 3d shapes with lighting/shadows - Rotate objects in such a way that all faces are seen by the camera - Add a UV debug texture ## Discussion I'm not sure if this is what @alice-i-cecile had in mind, but I adapted the little "torus playground" from the issue linked above to include all built-in shapes. This exact arrangement might not be particularly scalable if many more shapes are added. Maybe a slow camera pan, or cycling with the keyboard or on a timer, or a sidebar with buttons would work better. If one of the latter options is used, options for showing wireframes or computed flat normals might add some additional utility. Ideally, I think we'd have a better way of visualizing normals. Happy to rework this or close it if there's not a consensus around it being useful.
# Objective - As requested here: #4520 (comment) - Make it easier to spot issues with built-in shapes ## Solution https://user-images.githubusercontent.com/200550/165624709-c40dfe7e-0e1e-4bd3-ae52-8ae66888c171.mp4 - Add an example showcasing the built-in 3d shapes with lighting/shadows - Rotate objects in such a way that all faces are seen by the camera - Add a UV debug texture ## Discussion I'm not sure if this is what @alice-i-cecile had in mind, but I adapted the little "torus playground" from the issue linked above to include all built-in shapes. This exact arrangement might not be particularly scalable if many more shapes are added. Maybe a slow camera pan, or cycling with the keyboard or on a timer, or a sidebar with buttons would work better. If one of the latter options is used, options for showing wireframes or computed flat normals might add some additional utility. Ideally, I think we'd have a better way of visualizing normals. Happy to rework this or close it if there's not a consensus around it being useful.
# Objective Fix wonky torus normals. ## Solution I attempted this previously in bevyengine#3549, but it looks like I botched it. It seems like I mixed up the y/z axes. Somehow, the result looked okay from that particular camera angle. This video shows toruses generated with - [left, orange] original torus mesh code - [middle, pink] PR 3549 - [right, purple] This PR https://user-images.githubusercontent.com/200550/164093183-58a7647c-b436-4512-99cd-cf3b705cefb0.mov
# Objective - As requested here: bevyengine#4520 (comment) - Make it easier to spot issues with built-in shapes ## Solution https://user-images.githubusercontent.com/200550/165624709-c40dfe7e-0e1e-4bd3-ae52-8ae66888c171.mp4 - Add an example showcasing the built-in 3d shapes with lighting/shadows - Rotate objects in such a way that all faces are seen by the camera - Add a UV debug texture ## Discussion I'm not sure if this is what @alice-i-cecile had in mind, but I adapted the little "torus playground" from the issue linked above to include all built-in shapes. This exact arrangement might not be particularly scalable if many more shapes are added. Maybe a slow camera pan, or cycling with the keyboard or on a timer, or a sidebar with buttons would work better. If one of the latter options is used, options for showing wireframes or computed flat normals might add some additional utility. Ideally, I think we'd have a better way of visualizing normals. Happy to rework this or close it if there's not a consensus around it being useful.
# Objective Fix wonky torus normals. ## Solution I attempted this previously in bevyengine#3549, but it looks like I botched it. It seems like I mixed up the y/z axes. Somehow, the result looked okay from that particular camera angle. This video shows toruses generated with - [left, orange] original torus mesh code - [middle, pink] PR 3549 - [right, purple] This PR https://user-images.githubusercontent.com/200550/164093183-58a7647c-b436-4512-99cd-cf3b705cefb0.mov
# Objective - As requested here: bevyengine#4520 (comment) - Make it easier to spot issues with built-in shapes ## Solution https://user-images.githubusercontent.com/200550/165624709-c40dfe7e-0e1e-4bd3-ae52-8ae66888c171.mp4 - Add an example showcasing the built-in 3d shapes with lighting/shadows - Rotate objects in such a way that all faces are seen by the camera - Add a UV debug texture ## Discussion I'm not sure if this is what @alice-i-cecile had in mind, but I adapted the little "torus playground" from the issue linked above to include all built-in shapes. This exact arrangement might not be particularly scalable if many more shapes are added. Maybe a slow camera pan, or cycling with the keyboard or on a timer, or a sidebar with buttons would work better. If one of the latter options is used, options for showing wireframes or computed flat normals might add some additional utility. Ideally, I think we'd have a better way of visualizing normals. Happy to rework this or close it if there's not a consensus around it being useful.
Objective
Fix wonky torus normals.
Solution
I attempted this previously in #3549, but it looks like I botched it. It seems like I mixed up the y/z axes. Somehow, the result looked okay from that particular camera angle.
This video shows toruses generated with
torus-normals.mov