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ba241417a2
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ba241417a2 | |||
7f73388943 | |||
cab92d140b |
5 changed files with 48 additions and 43 deletions
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@ -160,30 +160,3 @@ std::optional<Vector3> ray_to_plane(const Ray &ray, const Ray &plane) {
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ray.position.y + ray.direction.y * amount,
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ray.position.z + ray.direction.z * amount};
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}
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std::optional<Vector3> ray_collision_triangle(const Ray &ray, const Vector3 &a,
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const Vector3 &b,
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const Vector3 &c) {
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const Vector3 ab = Vector3Subtract(a, b);
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const Vector3 cb = Vector3Subtract(c, b);
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Vector3 ortho = Vector3CrossProduct(ab, cb);
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ortho = Vector3Normalize(ortho);
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Ray plane{.position = b, .direction = ortho};
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auto result = ray_to_plane(ray, plane);
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if (!result.has_value()) {
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return std::nullopt;
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}
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Vector3 bary = Vector3Barycenter(result.value(), a, b, c);
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if (bary.x >= 0.0F && bary.x <= 1.0F && bary.y >= 0.0F && bary.y <= 1.0F &&
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bary.z >= 0.0F && bary.z <= 1.0F) {
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float sum = bary.x + bary.y + bary.z;
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if (sum > 0.999F && sum < 1.001) {
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return result;
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}
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}
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return std::nullopt;
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}
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@ -27,11 +27,6 @@ extern bool ray_to_xz_plane(const Ray &ray, float &x_out, float &z_out);
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/// plane.direction is plane normal, plane.position is position on plane.
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extern std::optional<Vector3> ray_to_plane(const Ray &ray, const Ray &plane);
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extern std::optional<Vector3> ray_collision_triangle(const Ray &ray,
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const Vector3 &a,
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const Vector3 &b,
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const Vector3 &c);
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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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@ -3,6 +3,9 @@
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// local includes
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#include "screen_trunner.h"
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// third party includes
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#include <raymath.h>
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Game::Game()
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: screen_stack(ScreenStack::new_instance()),
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prev_time(std::chrono::steady_clock::now()) {
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@ -14,7 +17,7 @@ void Game::update() {
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auto duration = std::chrono::duration_cast<std::chrono::microseconds>(
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next_time - prev_time);
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prev_time = next_time;
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screen_stack->update(((float)duration.count()) / 1000000);
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screen_stack->update(Clamp(((float)duration.count()) / 1000000, 0.0F, 1.0F));
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}
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void Game::draw() { screen_stack->draw(); }
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@ -159,6 +159,38 @@ TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
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}
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surface.at(idx) = current;
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// Calculate bounding boxes.
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int x = idx % SURFACE_UNIT_WIDTH;
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int y = idx / SURFACE_UNIT_WIDTH;
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float xf = (float)(x)-SURFACE_X_OFFSET;
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float zf = (float)(y)-SURFACE_Y_OFFSET;
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surface_bbs.at(idx).min.x = xf - 0.5F;
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surface_bbs.at(idx).min.z = zf - 0.5F;
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surface_bbs.at(idx).max.x = xf + 0.5F;
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surface_bbs.at(idx).max.z = zf + 0.5F;
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surface_bbs.at(idx).min.y = current.nw;
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if (current.ne < surface_bbs.at(idx).min.y) {
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surface_bbs.at(idx).min.y = current.ne;
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}
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if (current.sw < surface_bbs.at(idx).min.y) {
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surface_bbs.at(idx).min.y = current.sw;
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}
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if (current.se < surface_bbs.at(idx).min.y) {
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surface_bbs.at(idx).min.y = current.se;
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}
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surface_bbs.at(idx).max.y = current.nw;
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if (current.ne > surface_bbs.at(idx).max.y) {
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surface_bbs.at(idx).max.y = current.ne;
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}
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if (current.sw > surface_bbs.at(idx).max.y) {
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surface_bbs.at(idx).max.y = current.sw;
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}
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if (current.se > surface_bbs.at(idx).max.y) {
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surface_bbs.at(idx).max.y = current.se;
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}
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}
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#ifndef NDEBUG
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@ -207,7 +239,7 @@ bool TRunnerScreen::update(float dt) {
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#ifndef NDEBUG
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std::cout << "idx_hit set to " << idx_hit << std::endl;
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#endif
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this->mouse_hit = collision.value();
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this->mouse_hit = collision;
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this->camera_target.x = xf;
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this->camera_target.y =
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@ -226,14 +258,15 @@ bool TRunnerScreen::update(float dt) {
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}
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};
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if (auto collision = ray_collision_triangle(ray, nw, sw, ne);
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collision.has_value()) {
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on_collide_fn(collision);
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break;
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} else if (auto collision = ray_collision_triangle(ray, ne, sw, se);
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collision.has_value()) {
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on_collide_fn(collision);
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break;
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if (auto bb_collision = GetRayCollisionBox(ray, surface_bbs[idx]);
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bb_collision.hit) {
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if (auto collision = GetRayCollisionTriangle(ray, nw, sw, ne);
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collision.hit) {
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on_collide_fn(collision.point);
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} else if (auto collision = GetRayCollisionTriangle(ray, ne, sw, se);
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collision.hit) {
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on_collide_fn(collision.point);
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}
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}
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}
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}
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@ -260,7 +293,7 @@ bool TRunnerScreen::draw() {
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? RAYWHITE
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: Color{(unsigned char)(200 + ox * 2),
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(unsigned char)(150 + oy * 2), 20, 255};
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auto ¤t = surface[idx].value();
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const auto ¤t = surface[idx].value();
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DrawTriangle3D(Vector3{xf - 0.5F, current.nw, zf - 0.5F},
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Vector3{xf - 0.5F, current.sw, zf + 0.5F},
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Vector3{xf + 0.5F, current.ne, zf - 0.5F}, color);
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@ -56,6 +56,7 @@ class TRunnerScreen : public Screen {
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std::array<std::optional<SurfaceUnit>,
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SURFACE_UNIT_WIDTH * SURFACE_UNIT_HEIGHT>
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surface;
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std::array<BoundingBox, SURFACE_UNIT_WIDTH * SURFACE_UNIT_HEIGHT> surface_bbs;
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Camera3D camera;
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std::bitset<64> flags;
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Model TEMP_cube_model;
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