3d orientation

This commit is contained in:
Zack Buhman 2025-02-07 17:55:46 -06:00
parent 7cee41de2a
commit eb7e708e35

222
main.cpp
View File

@ -13,8 +13,10 @@
#include <SDL3/SDL.h>
#include "math/vec2.hpp"
#include "math/mat2x2.hpp"
#include "math/vec3.hpp"
#include "math/vec4.hpp"
#include "math/mat3x3.hpp"
#include "math/mat4x4.hpp"
struct glyph {
int32_t width;
@ -158,26 +160,33 @@ int32_t render_text(SDL_Renderer * renderer, int32_t x, int32_t y, const char *
return x_advance;
}
using vec2 = vec<2, float>;
using mat2x2 = mat<2, 2, float>;
using vec3 = vec<3, float>;
using vec4 = vec<4, float>;
using mat3x3 = mat<3, 3, float>;
using mat4x4 = mat<4, 4, float>;
struct line {
vec2 a;
vec2 b;
vec3 a;
vec3 b;
};
constexpr int num_lines = 5;
struct state {
struct line line;
vec2 normal;
vec2 mouse_position;
struct line line[num_lines];
vec3 normal;
vec3 mouse_position;
};
struct state state = {
.line = {
{ 0, -0.5 },
{ 0, 0.5 },
{{ 0, -0.5, 0 }, { 0, 0.5, 0 }},
{{ 0, -0.5, -0.5 }, { 0, 0.5, -0.5 }},
{{ 0, -0.5, 0.5 }, { 0, 0.5, 0.5 }},
{{ 0, 0.5, 0.5 }, { 0, 0.5, -0.5 }},
{{ 0, -0.5, 0.5 }, { 0, -0.5, -0.5 }},
},
.normal = { -1, 0 },
.normal = { -1, 0, 0 },
};
static int window_width = 1;
@ -188,23 +197,48 @@ static inline int min(int a, int b)
return (a > b) ? b : a;
}
vec2 transform_vertex(vec2 v, float scale)
const float deg = 0.017453292519943295;
float deg45 = 0.7853981633974483;
static float vtheta = 0;
vec3 transform_vertex(vec3 v, float scale)
{
float dim = ((float)min(window_height, window_width)) / 2.0f;
float x = v.x;
float y = v.y;
v = v * scale;
mat3x3 rot1 = {
cos(vtheta), -sin(vtheta), 0,
sin(vtheta), cos(vtheta), 0,
0, 0, 1,
};
mat3x3 rot2 = {
1, 0, 0,
0, cos(deg45), -sin(deg45),
0, sin(deg45), cos(deg45),
};
mat3x3 rot3 = {
cos(-deg45), 0, sin(-deg45),
0, 1, 0,
sin(-deg45), 0, cos(-deg45),
};
(void)rot1; (void)rot2; (void)rot3;
v = rot1 * v;
//v = rot3 * v;
v = rot2 * v;
//
x *= scale;
y *= scale;
return {
x * dim + window_width / 2.0f,
y * dim + window_height / 2.0f,
v.x * dim + window_width / 2.0f,
v.y * dim + window_height / 2.0f,
v.z,
};
}
vec2 inverse_transform(float x, float y)
vec3 inverse_transform(float x, float y)
{
float dim = ((float)min(window_height, window_width)) / 2.0f;
assert(dim != 0);
@ -212,6 +246,7 @@ vec2 inverse_transform(float x, float y)
return {
-(window_width - 2 * x) / (2 * dim),
-(window_height - 2 * y) / (2 * dim),
0,
};
}
@ -228,42 +263,119 @@ static inline void render_line(SDL_Renderer * renderer, struct line line)
assert(SDL_RenderLine(renderer, line.a.x, line.a.y, line.b.x, line.b.y));
}
void render_basis(SDL_Renderer * renderer)
{
// magenta: Z
assert(SDL_SetRenderDrawColorFloat(renderer, 1, 0, 1, 1));
render_line(renderer, transform_line({{0, 0, 0}, {0, 0, 1}}, 1.0f));
// yellow: Y
assert(SDL_SetRenderDrawColorFloat(renderer, 1, 1, 0, 1));
render_line(renderer, transform_line({{0, 0, 0}, {0, 1, 0}}, 1.0f));
// cyan: X
assert(SDL_SetRenderDrawColorFloat(renderer, 0, 1, 1, 1));
render_line(renderer, transform_line({{0, 0, 0}, {1, 0, 0}}, 1.0f));
}
mat3x3 rotate_to(vec3 old_normal, vec3 new_normal)
{
vec3 s = cross(old_normal, new_normal);
float c = dot(old_normal, new_normal);
mat3x3 i = mat3x3();
mat3x3 v = {
0, -s.z, s.y,
s.z, 0, -s.x,
-s.y, s.x, 0,
};
float mag = magnitude(s);
mat3x3 v2 = v * v;
float c_mag2 = (1 - c) / (mag * mag);
mat3x3 v2_c_mag2 = (v2 * c_mag2);
mat3x3 t = i + v + v2_c_mag2;
return t;
}
mat4x4 look_at(vec3 eye, vec3 center, vec3 up)
{
vec3 x;
vec3 y;
vec3 z;
z = eye - center;
z = z / magnitude(z);
y = up;
x = cross(y, z);
y = cross(z, x);
x = x / magnitude(x);
y = y / magnitude(y);
mat4x4 t = {
x.x, x.y, x.z, -dot(x, eye),
y.x, y.y, y.z, -dot(y, eye),
z.x, z.y, z.z, -dot(z, eye),
0, 0, 0, 1.0f
};
return t;
}
void render_lines(SDL_Renderer * renderer)
{
render_basis(renderer);
// line
assert(SDL_SetRenderDrawColorFloat(renderer, 1, 0.5, 0.5, 1));
struct line tl = transform_line(state.line, 1.0f);
render_line(renderer, tl);
for (int i = 0; i < num_lines; i++) {
struct line tl = transform_line(state.line[i], 1.0f);
render_line(renderer, tl);
}
// normal
assert(SDL_SetRenderDrawColorFloat(renderer, 1, 0, 0, 1));
struct line normal_line = {{0, 0}, state.normal};
struct line normal_line = {{0, 0, 0}, state.normal};
render_line(renderer, transform_line(normal_line, 0.5f));
// mouse
assert(SDL_SetRenderDrawColorFloat(renderer, 0, 0, 1, 1));
struct line mouse_line = {{0, 0}, state.mouse_position};
struct line mouse_line = {{0, 0, 0}, state.mouse_position};
render_line(renderer, transform_line(mouse_line, 0.5f));
// foo
float s = cross(state.normal, -state.mouse_position);
float c = dot(state.normal, -state.mouse_position);
mat2x2 r = {
c, -s,
s, c,
};
vec2 nr = r * state.normal;
mat3x3 t = rotate_to(state.normal, -state.mouse_position);
vec3 nr = t * state.normal;
//mat4x4 t = look_at({0, 0, 0}, state.mouse_position - state.normal, {0, 0, 1});
//vec4 nr4 = t * (vec4){state.normal.x, state.normal.y, state.normal.z, 0};
//vec3 nr = {nr.x, nr.y, nr.z};
assert(SDL_SetRenderDrawColorFloat(renderer, 0, 1, 0, 1));
struct line nr_line = {{0, 0}, nr};
struct line nr_line = {{0, 0, 0}, nr};
render_line(renderer, transform_line(nr_line, 0.5f));
{
assert(SDL_SetRenderDrawColorFloat(renderer, 0.5, 1, 0.5, 1));
vec2 ar = r * state.line.a;
vec2 br = r * state.line.b;
struct line tl = transform_line({ar, br}, 1.0f);
render_line(renderer, tl);
for (int i = 0; i < num_lines; i++) {
struct line l = state.line[i];
/*
vec4 a4 = t * l.a;
vec4 b4 = t * l.b;
vec3 a = {a4.x, a4.y, a4.z};
vec3 b = {b4.x, b4.y, b4.z};
*/
vec3 a = t * l.a;
vec3 b = t * l.b;
struct line tl = {a, b};
render_line(renderer, transform_line(tl, 1.0f));
}
}
}
@ -275,10 +387,36 @@ void render_text_state(SDL_Renderer * renderer)
//float d = dot(state.normal, state.mouse_position);
/*
float d = dot({0, 1}, state.mouse_position);
char buf[64];
int len = snprintf(buf, 64, "%.03f", d);
x_advance = render_text(renderer, x_advance, y_advance, buf, len);
*/
vec3 z = transform_vertex({0, 0, 1}, 1.1);
vec3 y = transform_vertex({0, 1, 0}, 1.1);
vec3 x = transform_vertex({1, 0, 0}, 1.1);
render_text(renderer, ((z.x - 30) * 64), ((z.y + 10) * 64), "+z", 2);
render_text(renderer, ((y.x - 30) * 64), ((y.y + 10) * 64), "+y", 2);
render_text(renderer, ((x.x - 30) * 64), ((x.y + 10) * 64), "+x", 2);
}
static float theta = 0;
void update_mouse_position()
{
vec3 pos = {0, 1, 1};
pos = pos / magnitude(pos);
mat3x3 rot1 = {
cos(theta), -sin(theta), 0,
sin(theta), cos(theta), 0,
0, 0, 1,
};
state.mouse_position = rot1 * pos;
theta += deg;
}
int main()
@ -301,7 +439,7 @@ int main()
const char * s = SDL_GetRenderDriver(i);
printf(" %s\n", s);
}
renderer = SDL_CreateRenderer(window, "software");
renderer = SDL_CreateRenderer(window, "opengles2");
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_PropertiesID props = SDL_GetRendererProperties(renderer);
@ -344,15 +482,17 @@ int main()
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
if (event.button.button == 1) {
vec2 mv = inverse_transform(event.button.x, event.button.y);
float m = magnitude(mv);
state.mouse_position = mv / m;
//vec3 mv = inverse_transform(event.button.x, event.button.y);
//float m = magnitude(mv);
//state.mouse_position = mv / m;
}
break;
default:
break;
}
}
update_mouse_position();
vtheta += deg / 10;
}
exit: