Implement click/touch ray-tracing onto surface
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This commit is contained in:
Stephen Seo 2023-08-07 14:11:58 +09:00
parent fe59f09af5
commit 4fd9ce3b33
4 changed files with 57 additions and 3 deletions

View file

@ -125,3 +125,21 @@ Matrix scale_matrix_xyz(float x, float y, float z) {
Matrix operator*(const Matrix &a, const Matrix &b) { Matrix operator*(const Matrix &a, const Matrix &b) {
return MatrixMultiply(a, b); return MatrixMultiply(a, b);
} }
bool ray_to_xz_plane(const Ray &ray, float &x_out, float &z_out) {
if (ray.direction.y == 0.0F) {
return false;
}
// y = 0 -> amount to set ray.dir to set ray.pos to zero
// 0 = py + dy * amount
// amount = -py / dy
float amount = -ray.position.y / ray.direction.y;
// x = px + dx * amount
x_out = ray.position.x + ray.direction.x * amount;
// z = pz + dz * amount
z_out = ray.position.z + ray.direction.z * amount;
return true;
}

View file

@ -18,6 +18,9 @@ extern Matrix scale_matrix_xyz(float x, float y, float z);
extern Matrix operator*(const Matrix &a, const Matrix &b); extern Matrix operator*(const Matrix &a, const Matrix &b);
/// Returns true if intersects with xz plane.
extern bool ray_to_xz_plane(const Ray &ray, float &x_out, float &z_out);
// Unimplemented as this function isn't really needed and it exposes some // Unimplemented as this function isn't really needed and it exposes some
// weirdness regarding column-major matrices. // weirdness regarding column-major matrices.
// extern Vector4 operator*(const Matrix &m, const Vector4 &v); // extern Vector4 operator*(const Matrix &m, const Vector4 &v);

View file

@ -4,6 +4,10 @@
#include <cassert> #include <cassert>
#include <cmath> #include <cmath>
#ifndef NDEBUG
#include <iostream>
#endif
// local includes // local includes
#include "3d_helpers.h" #include "3d_helpers.h"
#include "ems.h" #include "ems.h"
@ -20,7 +24,9 @@ TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
TEMP_matrix(get_identity_matrix()), TEMP_matrix(get_identity_matrix()),
camera_pos{0.0F, 4.0F, 4.0F}, camera_pos{0.0F, 4.0F, 4.0F},
camera_target{0.0F, 0.0F, 0.0F}, camera_target{0.0F, 0.0F, 0.0F},
pos_value(0.0F) { pos_value(0.0F),
mouse_px(0),
mouse_pz(0) {
TEMP_cube_model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = TEMP_cube_model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture =
TEMP_cube_texture; TEMP_cube_texture;
TEMP_cube_model.transform = TEMP_cube_model.transform * TEMP_cube_model.transform = TEMP_cube_model.transform *
@ -43,6 +49,26 @@ bool TRunnerScreen::update(float dt) {
camera_pos.x = std::sin(pos_value) * 4.0F; camera_pos.x = std::sin(pos_value) * 4.0F;
camera_pos.z = std::cos(pos_value) * 4.0F; camera_pos.z = std::cos(pos_value) * 4.0F;
camera_to_targets(dt); camera_to_targets(dt);
if (IsMouseButtonPressed(0)) {
float press_x = GetTouchX();
float press_y = GetTouchY();
Ray ray = GetMouseRay(Vector2{press_x, press_y}, camera);
#ifndef NDEBUG
std::cout << "X: " << press_x << ", Y: " << press_y << std::endl;
std::cout << "Ray pos: " << ray.position.x << ", " << ray.position.y << ", "
<< ray.position.z << " Ray dir: " << ray.direction.x << ", "
<< ray.direction.y << ", " << ray.direction.z << std::endl;
#endif
if (!ray_to_xz_plane(ray, mouse_px, mouse_pz)) {
mouse_px = 0.0F;
mouse_pz = 0.0F;
#ifndef NDEBUG
std::cerr << "Ray intersected xz plane out of bounds!\n";
#endif
}
}
return false; return false;
} }
@ -53,7 +79,8 @@ bool TRunnerScreen::draw() {
for (int z = -25; z <= 25; ++z) { for (int z = -25; z <= 25; ++z) {
for (int x = -25; x <= 25; ++x) { for (int x = -25; x <= 25; ++x) {
if (x == 0 && z == 0) { if (x == (int)(mouse_px > 0.0F ? mouse_px + 0.5F : mouse_px - 0.5F) &&
z == (int)(mouse_pz > 0.0F ? mouse_pz + 0.5F : mouse_pz - 0.5F)) {
default_material.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE; default_material.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
} else { } else {
default_material.maps[MATERIAL_MAP_DIFFUSE].color = default_material.maps[MATERIAL_MAP_DIFFUSE].color =
@ -75,6 +102,10 @@ bool TRunnerScreen::draw() {
.bindPose = TEMP_cube_model.bindPose}, .bindPose = TEMP_cube_model.bindPose},
Vector3{0.0F, 0.0F, -4.0F}, 1.0F, WHITE); Vector3{0.0F, 0.0F, -4.0F}, 1.0F, WHITE);
// TODO DEBUG
DrawLine3D(Vector3{0.0F, 0.0F, 0.0F}, Vector3{mouse_px, 0.0F, mouse_pz},
BLACK);
EndMode3D(); EndMode3D();
EndDrawing(); EndDrawing();

View file

@ -10,7 +10,7 @@
// third party includes // third party includes
#include <raylib.h> #include <raylib.h>
constexpr float POS_VALUE_INC_RATE = 0.5F; constexpr float POS_VALUE_INC_RATE = 0.2F;
constexpr float CAMERA_UPDATE_RATE = 1.0F; constexpr float CAMERA_UPDATE_RATE = 1.0F;
class TRunnerScreen : public Screen { class TRunnerScreen : public Screen {
@ -50,6 +50,8 @@ class TRunnerScreen : public Screen {
Vector3 camera_pos; Vector3 camera_pos;
Vector3 camera_target; Vector3 camera_target;
float pos_value; float pos_value;
float mouse_px;
float mouse_pz;
void camera_to_targets(float dt); void camera_to_targets(float dt);
}; };