forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			179 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
			
		
		
	
	
			179 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
| package iron.math;
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| 
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| import kha.FastFloat;
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| import iron.object.CameraObject;
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| import iron.object.MeshObject;
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| import iron.object.Transform;
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| import iron.object.Object;
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| import iron.math.Ray;
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| 
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| class RayCaster {
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| 
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| 	static var VPInv = Mat4.identity();
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| 	static var PInv = Mat4.identity();
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| 	static var VInv = Mat4.identity();
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| 
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| 	static var loc = new Vec4();
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| 	static var nor = new Vec4();
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| 	static var m = Mat4.identity();
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| 
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| 	public static function getRay(inputX: FastFloat, inputY: FastFloat, camera: CameraObject): Ray {
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| 		var start = new Vec4();
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| 		var end = new Vec4();
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| 		getDirection(start, end, inputX, inputY, camera);
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| 
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| 		// Find direction from start to end
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| 		end.sub(start);
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| 		end.normalize();
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| 		end.x *= camera.data.raw.far_plane;
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| 		end.y *= camera.data.raw.far_plane;
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| 		end.z *= camera.data.raw.far_plane;
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| 
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| 		return new Ray(start, end);
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| 	}
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| 
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| 	public static function getDirection(start: Vec4, end: Vec4, inputX: FastFloat, inputY: FastFloat, camera: CameraObject) {
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| 		// Get 3D point form screen coords
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| 		// Set two vectors with opposing z values
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| 		start.x = (inputX / iron.App.w()) * 2.0 - 1.0;
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| 		start.y = -((inputY / iron.App.h()) * 2.0 - 1.0);
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| 		start.z = -1.0;
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| 		end.x = start.x;
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| 		end.y = start.y;
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| 		end.z = 1.0;
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| 
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| 		PInv.getInverse(camera.P);
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| 		VInv.getInverse(camera.V);
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| 		VPInv.multmats(VInv, PInv);
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| 		start.applyproj(VPInv);
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| 		end.applyproj(VPInv);
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| 	}
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| 
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| 	public static function boxIntersect(transform: Transform, inputX: FastFloat, inputY: FastFloat, camera: CameraObject): Vec4 {
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| 		var ray = getRay(inputX, inputY, camera);
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| 
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| 		var t = transform;
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| 		var c = new Vec4(t.worldx(), t.worldy(), t.worldz());
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| 		var s = new Vec4(t.dim.x, t.dim.y, t.dim.z);
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| 		return ray.intersectBox(c, s);
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| 	}
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| 	
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| 	public static function boxIntersectObject(o: Object, inputX: FastFloat, inputY: FastFloat, camera: CameraObject): Vec4 {
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| 		var ray = getRay(inputX, inputY, camera);
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| 
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| 		var t = o.transform;
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| 		var c = new Vec4(t.worldx(), t.worldy(), t.worldz());
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| 		var s = new Vec4(t.dim.x, t.dim.y, t.dim.z);
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| 		return ray.intersectBox(c, s);
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| 	}
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| 
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| 	public static function closestBoxIntersect(transforms: Array<Transform>, inputX: FastFloat, inputY: FastFloat, camera: CameraObject): Transform {
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| 		var intersects: Array<Transform> = [];
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| 
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| 		// Get intersects
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| 		for (t in transforms) {
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| 			var intersect = boxIntersect(t, inputX, inputY, camera);
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| 			if (intersect != null) intersects.push(t);
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| 		}
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| 
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| 		// No intersects
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| 		if (intersects.length == 0) return null;
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| 
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| 		// Get closest intersect
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| 		var closest: Transform = null;
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| 		var minDist = Math.POSITIVE_INFINITY;
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| 		for (t in intersects) {
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| 			var dist = Vec4.distance(t.loc, camera.transform.loc);
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| 			if (dist < minDist) {
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| 				minDist = dist;
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| 				closest = t;
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| 			}
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| 		}
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| 
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| 		return closest;
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| 	}
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| 
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| 	public static function closestBoxIntersectObject(objects: Array<Object>, inputX: FastFloat, inputY: FastFloat, camera: CameraObject): Object {
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| 		var intersects: Array<Object> = [];
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| 
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| 		// Get intersects
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| 		for (o in objects) {
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| 			var intersect = boxIntersectObject(o, inputX, inputY, camera);
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| 			if (intersect != null) intersects.push(o);
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| 		}
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| 
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| 		// No intersects
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| 		if (intersects.length == 0) return null;
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| 
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| 		// Get closest intersect
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| 		var closest: Object = null;
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| 		var minDist = Math.POSITIVE_INFINITY;
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| 		for (t in intersects) {
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| 			var dist = Vec4.distance(t.transform.loc, camera.transform.loc);
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| 			if (dist < minDist) {
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| 				minDist = dist;
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| 				closest = t;
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| 			}
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| 		}
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| 
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| 		return closest;
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| 	}
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| 	
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| 	public static function planeIntersect(normal: Vec4, a: Vec4, inputX: FastFloat, inputY: FastFloat, camera: CameraObject): Vec4 {
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| 		var ray = getRay(inputX, inputY, camera);
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| 
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| 		var plane = new Plane();
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| 		plane.set(normal, a);
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| 
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| 		return ray.intersectPlane(plane);
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| 	}
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| 
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| 	// Project screen-space point onto 3D plane
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| 	public static function getPlaneUV(obj: MeshObject, screenX: FastFloat, screenY: FastFloat, camera: CameraObject): Vec2 {
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| 		nor = obj.transform.up(); // Transformed normal
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| 
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| 		// Plane intersection
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| 		loc.set(obj.transform.worldx(), obj.transform.worldy(), obj.transform.worldz());
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| 		var hit = RayCaster.planeIntersect(nor, loc, screenX, screenY, camera);
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| 
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| 		// Convert to uv
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| 		if (hit != null) {
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| 			var normals = obj.data.geom.normals.values;
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| 			nor.set(normals[0], normals[1], normals[2]); // Raw normal
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| 
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| 			var a = nor.x;
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| 			var b = nor.y;
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| 			var c = nor.z;
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| 			var e = 0.0001;
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| 			var u = a >= e && b >= e ? new Vec4(b, -a, 0) : new Vec4(c, -a, 0);
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| 			u.normalize();
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| 
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| 			var v = nor.clone();
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| 			v.cross(u);
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| 
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| 			m.setFrom(obj.transform.world);
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| 			m.getInverse(m);
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| 			m.transpose3x3();
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| 			m._30 = m._31 = m._32 = 0;
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| 			u.applymat(m);
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| 			u.normalize();
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| 			v.applymat(m);
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| 			v.normalize();
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| 
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| 			hit.sub(loc); // Center
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| 			var ucoord = u.dot(hit);
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| 			var vcoord = v.dot(hit);
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| 
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| 			var dim = obj.transform.dim;
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| 			var size = dim.x > dim.y ? dim.x / 2 : dim.y / 2;
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| 
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| 			// Screen space
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| 			var ix = ucoord / size * -0.5 + 0.5;
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| 			var iy = vcoord / size * -0.5 + 0.5;
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| 
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| 			return new Vec2(ix, iy);
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| 		}
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| 		return null;
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| 	}
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| }
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