Add camera mobility

This commit is contained in:
Alex Clink 2021-12-14 21:16:21 -05:00
parent 1a7f4e45c6
commit c2c545fe80

View file

@ -114,6 +114,19 @@ struct Mat4
def []=(index, value)
@matrix[index] = value
end
# Does not work for scaling, only for rotation / translation
def quick_inverse
matrix = Mat4.new
matrix[0, 0] = self[0, 0]; matrix[0, 1] = self[1, 0]; matrix[0, 2] = self[2, 0]; matrix[0, 3] = 0.0
matrix[1, 0] = self[0, 1]; matrix[1, 1] = self[1, 1]; matrix[1, 2] = self[2, 1]; matrix[1, 3] = 0.0
matrix[2, 0] = self[0, 2]; matrix[2, 1] = self[1, 2]; matrix[2, 2] = self[2, 2]; matrix[2, 3] = 0.0
matrix[3, 0] = -(self[3, 0] * matrix[0, 0] + self[3, 1] * matrix[1, 0] + self[3, 2] * matrix[2, 0])
matrix[3, 1] = -(self[3, 0] * matrix[0, 1] + self[3, 1] * matrix[1, 1] + self[3, 2] * matrix[2, 1])
matrix[3, 2] = -(self[3, 0] * matrix[0, 2] + self[3, 1] * matrix[1, 2] + self[3, 2] * matrix[2, 2])
matrix[3, 3] = 1.0
matrix
end
end
struct Tri
@ -245,7 +258,11 @@ class Model
})
end
def draw(engine : PF::Game, mat_proj, camera, light)
def draw(engine : PF::Game, mat_proj, camera, light, look_direction)
target = camera + look_direction
mat_camera = engine.point_at(camera, target, Vec3d.new(0.0, 1.0, 0.0))
mat_view = mat_camera.quick_inverse
# Translation and rotation
tris = @mesh.tris.map do |tri|
tri *= @mat_rx
@ -258,14 +275,18 @@ class Model
# only draw triangles facing the camera
tris = tris.select do |tri|
tri.normal.dot(tri.p1 - camera) < 0
tri.normal.dot(tri.p1 - camera) < 0.0
end
# sort triangles
tris = tris.sort { |a, b| a.z <=> b.z }
tris = tris.sort { |a, b| b.z <=> a.z }
tris.each do |tri|
shade : UInt8 = (tri.normal.dot(light).abs * 255.0).clamp(0.0..255.0).to_u8
shade : UInt8 = (tri.normal.dot(light.normalized) * 255.0).clamp(0.0..255.0).to_u8
tri.p1 *= mat_view
tri.p2 *= mat_view
tri.p3 *= mat_view
tri.p1 *= mat_proj
tri.p2 *= mat_proj
@ -275,9 +296,12 @@ class Model
tri.p2 += 1.0
tri.p3 += 1.0
tri.p1 *= 0.5 * engine.width
tri.p2 *= 0.5 * engine.width
tri.p3 *= 0.5 * engine.width
tri.p1.x = tri.p1.x * 0.5 * engine.width
tri.p1.y = tri.p1.y * 0.5 * engine.height
tri.p2.x = tri.p2.x * 0.5 * engine.width
tri.p2.y = tri.p2.y * 0.5 * engine.height
tri.p3.x = tri.p3.x * 0.5 * engine.width
tri.p3.y = tri.p3.y * 0.5 * engine.height
engine.fill_triangle(
PF::Point.new(tri.p1.x.to_i, tri.p1.y.to_i),
@ -300,6 +324,7 @@ class CubeGame < PF::Game
@far : Float64
@camera : Vec3d(Float64)
@light : Vec3d(Float64) = Vec3d.new(0.0, 0.0, -1.0).normalized
@look_direction : Vec3d(Float64)
@mat_proj : Mat4
@speed = 3.0
@ -307,14 +332,15 @@ class CubeGame < PF::Game
def initialize(@width, @height, @scale)
super(@width, @height, @scale)
@cube = Model.new("examples/cube.obj")
@cube.position.z = @cube.position.z - 3.0
# @cube = Model.new("examples/cube.obj")
@cube = Model.new("/Users/alex/Desktop/axis.obj")
@cube.position.z = @cube.position.z + 20.0
@controller = PF::Controller(LibSDL::Keycode).new({
LibSDL::Keycode::RIGHT => "Rotate Right",
LibSDL::Keycode::LEFT => "Rotate Left",
LibSDL::Keycode::UP => "Rotate Up",
LibSDL::Keycode::DOWN => "Rotate Down",
LibSDL::Keycode::RIGHT => "Right",
LibSDL::Keycode::LEFT => "Left",
LibSDL::Keycode::UP => "Up",
LibSDL::Keycode::DOWN => "Down",
LibSDL::Keycode::SPACE => "Pause",
})
@ -324,6 +350,7 @@ class CubeGame < PF::Game
@aspect_ratio = @height / @width
@fov_rad = 1.0 / Math.tan(@fov * 0.5 / 180.0 * Math::PI)
@camera = Vec3d.new(0.0, 0.0, 0.0)
@look_direction = Vec3d.new(0.0, 0.0, 1.0)
@mat_proj = Mat4.new
@mat_proj[0, 0] = @aspect_ratio * @fov_rad
@ -336,27 +363,40 @@ class CubeGame < PF::Game
@theta = 0.0
end
def point_at(position : Vec3d, target : Vec3d, up : Vec3d = Vec3d.new(0.0, 1.0, 0.0))
new_forward = (target - position).normalized
new_up = (up - new_forward * up.dot(new_forward)).normalized
new_right = new_up.cross_product(new_forward)
matrix = Mat4.new
matrix[0, 0] = new_right.x; matrix[0, 1] = new_right.y; matrix[0, 2] = new_right.z; matrix[0, 3] = 0.0
matrix[1, 0] = new_up.x; matrix[1, 1] = new_up.y; matrix[1, 2] = new_up.z; matrix[1, 3] = 0.0
matrix[2, 0] = new_forward.x; matrix[2, 1] = new_forward.y; matrix[2, 2] = new_forward.z; matrix[2, 3] = 0.0
matrix[3, 0] = position.x; matrix[3, 1] = position.y; matrix[3, 2] = position.z; matrix[3, 3] = 1.0
matrix
end
def update(dt)
@paused = !@paused if @controller.pressed?("Pause")
if @controller.action?("Rotate Right")
@cube.rotation.x = @cube.rotation.x + @speed * dt
if @controller.action?("Right")
@camera.x = @camera.x + @speed * dt
end
if @controller.action?("Rotate Left")
@cube.rotation.x = @cube.rotation.x - @speed * dt
if @controller.action?("Left")
@camera.x = @camera.x - @speed * dt
end
if @controller.action?("Rotate Up")
@cube.rotation.z = @cube.rotation.z - @speed * dt
if @controller.action?("Up")
@camera.y = @camera.y - @speed * dt
end
if @controller.action?("Rotate Down")
@cube.rotation.z = @cube.rotation.z + @speed * dt
if @controller.action?("Down")
@camera.y = @camera.y + @speed * dt
end
unless @paused
@cube.rotation.y = @cube.rotation.y + 1.0 * dt
# @cube.rotation.y = @cube.rotation.y + 1.0 * dt
end
@cube.update(dt)
@ -364,7 +404,7 @@ class CubeGame < PF::Game
def draw
clear(0, 0, 100)
@cube.draw(self, @mat_proj, @camera, @light)
@cube.draw(self, @mat_proj, @camera, @light, @look_direction)
end
end