Impl. click/touch collision with environment
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This commit is contained in:
Stephen Seo 2023-08-08 12:20:26 +09:00
parent 4a5b3073c3
commit 6580049978
2 changed files with 92 additions and 12 deletions

View file

@ -9,6 +9,9 @@
#include <iostream> #include <iostream>
#endif #endif
// third party includes
#include <raymath.h>
// local includes // local includes
#include "3d_helpers.h" #include "3d_helpers.h"
#include "ems.h" #include "ems.h"
@ -26,7 +29,12 @@ TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
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_px(0),
mouse_pz(0) { mouse_pz(0),
idx_hit(SURFACE_UNIT_WIDTH / 2 +
(SURFACE_UNIT_HEIGHT / 2) * SURFACE_UNIT_WIDTH) {
#ifndef NDEBUG
std::cout << "idx_hit initialized to " << idx_hit << std::endl;
#endif
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 *
@ -183,6 +191,75 @@ bool TRunnerScreen::update(float dt) {
<< ray.position.z << " Ray dir: " << ray.direction.x << ", " << ray.position.z << " Ray dir: " << ray.direction.x << ", "
<< ray.direction.y << ", " << ray.direction.z << std::endl; << ray.direction.y << ", " << ray.direction.z << std::endl;
#endif #endif
for (unsigned int idx = 0; idx < SURFACE_UNIT_WIDTH * SURFACE_UNIT_HEIGHT;
++idx) {
int x = idx % SURFACE_UNIT_WIDTH;
int y = idx / SURFACE_UNIT_WIDTH;
float xf = (float)(x)-SURFACE_X_OFFSET;
float zf = (float)(y)-SURFACE_Y_OFFSET;
const auto &current = surface[idx].value();
Vector3 nw{xf - 0.5F, current.nw, zf - 0.5F};
Vector3 ne{xf + 0.5F, current.ne, zf - 0.5F};
Vector3 sw{xf - 0.5F, current.sw, zf + 0.5F};
Vector3 se{xf + 0.5F, current.se, zf + 0.5F};
{
Vector3 a = Vector3Subtract(nw, sw);
Vector3 b = Vector3Subtract(ne, sw);
Vector3 ortho = Vector3CrossProduct(a, b);
ortho = Vector3Normalize(ortho);
Ray plane{.position = sw, .direction = ortho};
auto result = ray_to_plane(ray, plane);
if (!result.has_value()) {
continue;
}
Vector3 bary = Vector3Barycenter(result.value(), nw, sw, ne);
if (bary.x >= 0.0F && bary.x <= 1.0F && bary.y >= 0.0F &&
bary.y <= 1.0F && bary.z >= 0.0F && bary.z <= 1.0F) {
float sum = bary.x + bary.y + bary.z;
if (sum > 0.999F && sum < 1.001) {
idx_hit = idx;
#ifndef NDEBUG
std::cout << "first: idx_hit set to " << idx_hit << std::endl;
#endif
break;
}
}
}
{
Vector3 a = Vector3Subtract(se, sw);
Vector3 b = Vector3Subtract(ne, sw);
Vector3 ortho = Vector3CrossProduct(a, b);
ortho = Vector3Normalize(ortho);
Ray plane{.position = sw, .direction = ortho};
auto result = ray_to_plane(ray, plane);
if (!result.has_value()) {
continue;
}
Vector3 bary = Vector3Barycenter(result.value(), se, sw, ne);
if (bary.x >= 0.0F && bary.x <= 1.0F && bary.y >= 0.0F &&
bary.y <= 1.0F && bary.z >= 0.0F && bary.z <= 1.0F) {
float sum = bary.x + bary.y + bary.z;
if (sum > 0.999F && sum < 1.001) {
idx_hit = idx;
#ifndef NDEBUG
std::cout << "second: idx_hit set to " << idx_hit << std::endl;
#endif
break;
}
}
}
}
if (!ray_to_xz_plane(ray, mouse_px, mouse_pz)) { if (!ray_to_xz_plane(ray, mouse_px, mouse_pz)) {
mouse_px = 0.0F; mouse_px = 0.0F;
mouse_pz = 0.0F; mouse_pz = 0.0F;
@ -208,15 +285,17 @@ bool TRunnerScreen::draw() {
int oy = y - SURFACE_UNIT_HEIGHT / 2; int oy = y - SURFACE_UNIT_HEIGHT / 2;
float xf = (float)(x)-SURFACE_X_OFFSET; float xf = (float)(x)-SURFACE_X_OFFSET;
float zf = (float)(y)-SURFACE_Y_OFFSET; float zf = (float)(y)-SURFACE_Y_OFFSET;
Color color{(unsigned char)(200 + ox * 2), (unsigned char)(150 + oy * 2), Color color = idx == idx_hit
20, 255}; ? RAYWHITE
auto &current = surface[idx]; : Color{(unsigned char)(200 + ox * 2),
DrawTriangle3D(Vector3{xf - 0.5F, current->nw, zf - 0.5F}, (unsigned char)(150 + oy * 2), 20, 255};
Vector3{xf - 0.5F, current->sw, zf + 0.5F}, auto &current = surface[idx].value();
Vector3{xf + 0.5F, current->ne, zf - 0.5F}, color); DrawTriangle3D(Vector3{xf - 0.5F, current.nw, zf - 0.5F},
DrawTriangle3D(Vector3{xf + 0.5F, current->se, zf + 0.5F}, Vector3{xf - 0.5F, current.sw, zf + 0.5F},
Vector3{xf + 0.5F, current->ne, zf - 0.5F}, Vector3{xf + 0.5F, current.ne, zf - 0.5F}, color);
Vector3{xf - 0.5F, current->sw, zf + 0.5F}, color); DrawTriangle3D(Vector3{xf + 0.5F, current.se, zf + 0.5F},
Vector3{xf + 0.5F, current.ne, zf - 0.5F},
Vector3{xf - 0.5F, current.sw, zf + 0.5F}, color);
} }
// DrawModel(Model{.transform = TEMP_cube_model.transform * TEMP_matrix, // DrawModel(Model{.transform = TEMP_cube_model.transform * TEMP_matrix,

View file

@ -17,8 +17,8 @@ constexpr float CAMERA_UPDATE_RATE = 1.0F;
constexpr unsigned int SURFACE_UNIT_WIDTH = 51; constexpr unsigned int SURFACE_UNIT_WIDTH = 51;
constexpr unsigned int SURFACE_UNIT_HEIGHT = 51; constexpr unsigned int SURFACE_UNIT_HEIGHT = 51;
constexpr float SURFACE_X_OFFSET = (float)SURFACE_UNIT_WIDTH / 2.0F; constexpr float SURFACE_X_OFFSET = (float)SURFACE_UNIT_WIDTH / 2.0F - 0.5F;
constexpr float SURFACE_Y_OFFSET = (float)SURFACE_UNIT_HEIGHT / 2.0F; constexpr float SURFACE_Y_OFFSET = (float)SURFACE_UNIT_HEIGHT / 2.0F - 0.5F;
constexpr float SURFACE_HEIGHT_INTERVAL = 0.5F; constexpr float SURFACE_HEIGHT_INTERVAL = 0.5F;
@ -66,6 +66,7 @@ class TRunnerScreen : public Screen {
float pos_value; float pos_value;
float mouse_px; float mouse_px;
float mouse_pz; float mouse_pz;
unsigned int idx_hit;
void camera_to_targets(float dt); void camera_to_targets(float dt);
}; };