forked from LeenkxTeam/LNXSDK
179 lines
4.8 KiB
Haxe
179 lines
4.8 KiB
Haxe
package iron.math;
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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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class RayCaster {
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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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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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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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// 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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return new Ray(start, end);
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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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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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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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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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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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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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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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// 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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// No intersects
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if (intersects.length == 0) return null;
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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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return closest;
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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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// 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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// No intersects
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if (intersects.length == 0) return null;
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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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return closest;
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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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var plane = new Plane();
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plane.set(normal, a);
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return ray.intersectPlane(plane);
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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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// 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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// 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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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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var v = nor.clone();
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v.cross(u);
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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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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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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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// 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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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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