refactor
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@@ -1,10 +1,10 @@
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use std::{f32::consts::PI, sync::Arc};
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use std::sync::Arc;
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use once_cell::sync::Lazy;
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#[cfg(feature = "openxr")]
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use openxr as xr;
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use glam::{Affine3A, Vec2, Vec3, Vec3A, Vec3Swizzles};
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use glam::{Affine3A, Vec3, Vec3A};
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use idmap::IdMap;
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use serde::Deserialize;
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use thiserror::Error;
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@@ -346,83 +346,6 @@ pub enum OverlaySelector {
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Name(Arc<str>),
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}
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pub fn raycast_plane(
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source: &Affine3A,
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source_fwd: Vec3A,
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plane: &Affine3A,
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plane_norm: Vec3A,
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) -> Option<(f32, Vec2)> {
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let plane_normal = plane.transform_vector3a(plane_norm);
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let ray_dir = source.transform_vector3a(source_fwd);
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let d = plane.translation.dot(-plane_normal);
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let dist = -(d + source.translation.dot(plane_normal)) / ray_dir.dot(plane_normal);
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let hit_local = plane
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.inverse()
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.transform_point3a(source.translation + ray_dir * dist)
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.xy();
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Some((dist, hit_local))
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}
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pub fn raycast_cylinder(
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source: &Affine3A,
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source_fwd: Vec3A,
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plane: &Affine3A,
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curvature: f32,
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) -> Option<(f32, Vec2)> {
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// this is solved locally; (0,0) is the center of the cylinder, and the cylinder is aligned with the Y axis
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let size = plane.x_axis.length();
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let to_local = Affine3A {
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matrix3: plane.matrix3.mul_scalar(1.0 / size),
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translation: plane.translation,
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}
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.inverse();
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let r = size / (2.0 * PI * curvature);
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let ray_dir = to_local.transform_vector3a(source.transform_vector3a(source_fwd));
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let ray_origin = to_local.transform_point3a(source.translation) + Vec3A::NEG_Z * r;
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let d = ray_dir.xz();
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let s = ray_origin.xz();
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let a = d.dot(d);
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let b = d.dot(s);
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let c = s.dot(s) - r * r;
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let d = (b * b) - (a * c);
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if d < f32::EPSILON {
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return None;
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}
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let sqrt_d = d.sqrt();
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let t1 = (-b - sqrt_d) / a;
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let t2 = (-b + sqrt_d) / a;
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let t = t1.max(t2);
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if t < f32::EPSILON {
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return None;
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}
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let mut hit_local = ray_origin + ray_dir * t;
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if hit_local.z > 0.0 {
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// hitting the opposite half of the cylinder
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return None;
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}
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let max_angle = 2.0 * (size / (2.0 * r));
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let x_angle = (hit_local.x / r).asin();
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hit_local.x = x_angle / max_angle;
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hit_local.y /= size;
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Some((t, hit_local.xy()))
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}
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pub fn snap_upright(transform: Affine3A, up_dir: Vec3A) -> Affine3A {
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if transform.x_axis.dot(up_dir).abs() < 0.2 {
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let scale = transform.x_axis.length();
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