jumpartifact.com_demo_0/src/3d_helpers.cc

189 lines
5.3 KiB
C++

#include "3d_helpers.h"
// standard library includes
#include <cmath>
// third party includes
#include <raymath.h>
Matrix get_identity_matrix() {
return Matrix{1.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F, 0.0F, 0.0F,
0.0F, 0.0F, 1.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F};
}
// Rotation is
// cos, -sin,
// sin, cos
// probably?
//
// About z-axis:
// cos, -sin, 0, 0,
// sin, cos, 0, 0,
// 0, 0, 1, 0,
// 0, 0, 0, 1
Matrix get_rotation_matrix_about_z(float radians) {
// OpenGL is column-major but testing shows that not transposing works.
return Matrix{std::cos(radians),
-std::sin(radians),
0.0F,
0.0F,
std::sin(radians),
std::cos(radians),
0.0F,
0.0F,
0.0F,
0.0F,
1.0F,
0.0F,
0.0F,
0.0F,
0.0F,
1.0F};
}
// About y-axis
// cos, 0, sin, 0,
// 0, 1, 0, 0,
// -sin, 0, cos, 0,
// 0, 0, 0, 1
Matrix get_rotation_matrix_about_y(float radians) {
// OpenGL is column-major but testing shows that not transposing works.
return Matrix{std::cos(radians),
0.0F,
std::sin(radians),
0.0F,
0.0F,
1.0F,
0.0F,
0.0F,
-std::sin(radians),
0.0F,
std::cos(radians),
0.0F,
0.0F,
0.0F,
0.0F,
1.0F};
}
// About x-axis
// 1, 0, 0, 0
// 0, cos, -sin, 0
// 0, sin, cos, 0
// 0, 0, 0, 1
Matrix get_rotation_matrix_about_x(float radians) {
// OpenGL is column-major but testing shows that not transposing works.
return Matrix{1.0F,
0.0F,
0.0F,
0.0F,
0.0F,
std::cos(radians),
-std::sin(radians),
0.0F,
0.0F,
std::sin(radians),
std::cos(radians),
0.0F,
0.0F,
0.0F,
0.0F,
1.0F};
}
Matrix translate_matrix_x(float distance) {
// OpenGL is column-major but testing shows that not transposing works.
return Matrix{1.0F, 0.0F, 0.0F, distance, 0.0F, 1.0F, 0.0F, 0.0F,
0.0F, 0.0F, 1.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F};
}
Matrix translate_matrix_y(float distance) {
// OpenGL is column-major but testing shows that not transposing works.
return Matrix{1.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F, 0.0F, distance,
0.0F, 0.0F, 1.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F};
}
Matrix translate_matrix_z(float distance) {
// OpenGL is column-major but testing shows that not transposing works.
return Matrix{1.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F, 0.0F, 0.0F,
0.0F, 0.0F, 1.0F, distance, 0.0F, 0.0F, 0.0F, 1.0F};
}
Matrix translate_matrix_xyz(float x, float y, float z) {
return Matrix{1.0F, 0.0F, 0.0F, x, 0.0F, 1.0F, 0.0F, y,
0.0F, 0.0F, 1.0F, z, 0.0F, 0.0F, 0.0F, 1.0F};
}
Matrix scale_matrix_xyz(float x, float y, float z) {
return Matrix{x, 0.0F, 0.0F, 0.0F, 0.0F, y, 0.0F, 0.0F,
0.0F, 0.0F, z, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F};
}
Matrix operator*(const Matrix &a, const Matrix &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;
}
std::optional<Vector3> ray_to_plane(const Ray &ray, const Ray &plane) {
// Ray dir and plane normal.
float rd_pn = Vector3DotProduct(ray.direction, plane.direction);
if (rd_pn == 0.0F) {
return std::nullopt;
}
float amount = (Vector3DotProduct(plane.position, plane.direction) -
Vector3DotProduct(ray.position, plane.direction)) /
rd_pn;
// Amount * ray_dir + ray_pos == plane intersection.
return Vector3{ray.position.x + ray.direction.x * amount,
ray.position.y + ray.direction.y * amount,
ray.position.z + ray.direction.z * amount};
}
std::optional<Vector3> ray_collision_triangle(const Ray &ray, const Vector3 &a,
const Vector3 &b,
const Vector3 &c) {
const Vector3 ab = Vector3Subtract(a, b);
const Vector3 cb = Vector3Subtract(c, b);
Vector3 ortho = Vector3CrossProduct(ab, cb);
ortho = Vector3Normalize(ortho);
Ray plane{.position = b, .direction = ortho};
auto result = ray_to_plane(ray, plane);
if (!result.has_value()) {
return std::nullopt;
}
Vector3 bary = Vector3Barycenter(result.value(), a, b, c);
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) {
return result;
}
}
return std::nullopt;
}