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Color particles depending on text #4

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@Vrixyz Vrixyz commented Apr 10, 2025

This allows to have neat-looking demos disclosing a word:

Screenshot from 2025-03-21 14-23-36

Comment on lines +159 to +195
pub mod read_particles {
use super::*;

use bevy::render::{render_resource::BufferUsages, renderer::RenderQueue};
use nalgebra::Vector4;
use wgcore::tensor::GpuVector;
use wgsparkl3d::solver::GpuParticles;

pub fn read_particles_positions(
render_device: RenderDevice,
render_queue: RenderQueue,
particles: &GpuParticles,
) -> Vec<Vector4<f32>> {
// Get the `render_device` is the `Res<RenderDevice>` bevy resource.
let device = render_device.wgpu_device();
// Create the staging buffer.
// Here `particles` is of type `GpuParticles`, accessible from
// `PhysicsContext::data::particles`.
let positions_staging: GpuVector<Vector4<f32>> = GpuVector::uninit(
device,
particles.len() as u32,
BufferUsages::COPY_DST | BufferUsages::MAP_READ,
);

// Copy the buffer.
// `render_queue` the `Res<RenderQueue>` bevy resource.
let compute_queue = &*render_queue.0;
let mut encoder = device.create_command_encoder(&Default::default());
positions_staging.copy_from(&mut encoder, &particles.positions);
compute_queue.submit(Some(encoder.finish()));

// Run the copy. The fourth component of each entry can be ignored.
let positions: Vec<Vector4<f32>> =
futures::executor::block_on(positions_staging.read(device)).unwrap();
positions
}
}
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This would be useful as part of the main library.

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