Implement click/touch ray-tracing onto surface
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Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 15s
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Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 15s
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4 changed files with 57 additions and 3 deletions
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@ -125,3 +125,21 @@ Matrix scale_matrix_xyz(float x, float y, float z) {
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Matrix operator*(const Matrix &a, const Matrix &b) {
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return MatrixMultiply(a, b);
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}
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bool ray_to_xz_plane(const Ray &ray, float &x_out, float &z_out) {
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if (ray.direction.y == 0.0F) {
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return false;
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}
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// y = 0 -> amount to set ray.dir to set ray.pos to zero
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// 0 = py + dy * amount
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// amount = -py / dy
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float amount = -ray.position.y / ray.direction.y;
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// x = px + dx * amount
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x_out = ray.position.x + ray.direction.x * amount;
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// z = pz + dz * amount
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z_out = ray.position.z + ray.direction.z * amount;
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return true;
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}
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@ -18,6 +18,9 @@ extern Matrix scale_matrix_xyz(float x, float y, float z);
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extern Matrix operator*(const Matrix &a, const Matrix &b);
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/// Returns true if intersects with xz plane.
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extern bool ray_to_xz_plane(const Ray &ray, float &x_out, float &z_out);
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// Unimplemented as this function isn't really needed and it exposes some
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// weirdness regarding column-major matrices.
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// extern Vector4 operator*(const Matrix &m, const Vector4 &v);
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@ -4,6 +4,10 @@
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#include <cassert>
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#include <cmath>
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#ifndef NDEBUG
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#include <iostream>
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#endif
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// local includes
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#include "3d_helpers.h"
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#include "ems.h"
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@ -20,7 +24,9 @@ TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
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TEMP_matrix(get_identity_matrix()),
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camera_pos{0.0F, 4.0F, 4.0F},
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camera_target{0.0F, 0.0F, 0.0F},
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pos_value(0.0F) {
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pos_value(0.0F),
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mouse_px(0),
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mouse_pz(0) {
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TEMP_cube_model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture =
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TEMP_cube_texture;
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TEMP_cube_model.transform = TEMP_cube_model.transform *
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@ -43,6 +49,26 @@ bool TRunnerScreen::update(float dt) {
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camera_pos.x = std::sin(pos_value) * 4.0F;
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camera_pos.z = std::cos(pos_value) * 4.0F;
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camera_to_targets(dt);
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if (IsMouseButtonPressed(0)) {
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float press_x = GetTouchX();
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float press_y = GetTouchY();
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Ray ray = GetMouseRay(Vector2{press_x, press_y}, camera);
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#ifndef NDEBUG
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std::cout << "X: " << press_x << ", Y: " << press_y << std::endl;
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std::cout << "Ray pos: " << ray.position.x << ", " << ray.position.y << ", "
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<< ray.position.z << " Ray dir: " << ray.direction.x << ", "
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<< ray.direction.y << ", " << ray.direction.z << std::endl;
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#endif
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if (!ray_to_xz_plane(ray, mouse_px, mouse_pz)) {
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mouse_px = 0.0F;
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mouse_pz = 0.0F;
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#ifndef NDEBUG
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std::cerr << "Ray intersected xz plane out of bounds!\n";
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#endif
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}
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}
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return false;
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}
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@ -53,7 +79,8 @@ bool TRunnerScreen::draw() {
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for (int z = -25; z <= 25; ++z) {
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for (int x = -25; x <= 25; ++x) {
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if (x == 0 && z == 0) {
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if (x == (int)(mouse_px > 0.0F ? mouse_px + 0.5F : mouse_px - 0.5F) &&
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z == (int)(mouse_pz > 0.0F ? mouse_pz + 0.5F : mouse_pz - 0.5F)) {
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default_material.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
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} else {
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default_material.maps[MATERIAL_MAP_DIFFUSE].color =
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@ -75,6 +102,10 @@ bool TRunnerScreen::draw() {
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.bindPose = TEMP_cube_model.bindPose},
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Vector3{0.0F, 0.0F, -4.0F}, 1.0F, WHITE);
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// TODO DEBUG
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DrawLine3D(Vector3{0.0F, 0.0F, 0.0F}, Vector3{mouse_px, 0.0F, mouse_pz},
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BLACK);
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EndMode3D();
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EndDrawing();
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@ -10,7 +10,7 @@
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// third party includes
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#include <raylib.h>
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constexpr float POS_VALUE_INC_RATE = 0.5F;
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constexpr float POS_VALUE_INC_RATE = 0.2F;
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constexpr float CAMERA_UPDATE_RATE = 1.0F;
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class TRunnerScreen : public Screen {
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@ -50,6 +50,8 @@ class TRunnerScreen : public Screen {
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Vector3 camera_pos;
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Vector3 camera_target;
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float pos_value;
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float mouse_px;
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float mouse_pz;
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void camera_to_targets(float dt);
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};
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