Changes integration (some WIP, view details)

Corrected GetMouseWheelMove()
Corrected camera system
Reviewed cubicmap resolution (collision detection)
Added QuaternionTransform()
WIP: Raycast system (not working)
WIP: Reviewing axis-angle rotations...
This commit is contained in:
Marc Palau
2015-03-02 20:52:58 +01:00
parent c062f8d4fe
commit 3cad094edd
7 changed files with 452 additions and 103 deletions

View File

@@ -303,26 +303,26 @@ void rlTranslatef(float x, float y, float z)
void rlRotatef(float angleDeg, float x, float y, float z)
{
// TODO: Support rotation in multiple axes
Matrix rot = MatrixIdentity();
Matrix rotation = MatrixIdentity();
// OPTION 1: It works...
if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
//if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
//else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
//else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
// OPTION 2: Requires review...
//Vector3 vec = (Vector3){ 0, 1, 0 };
//VectorNormalize(&vec);
//rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working?
Vector3 axis = (Vector3){ x, y, z };
VectorNormalize(&axis);
rotation = MatrixRotateY(angleDeg*DEG2RAD); //MatrixFromAxisAngle(axis, angleDeg*DEG2RAD);
// OPTION 3: TODO: Review, it doesn't work!
//Vector3 vec = (Vector3){ x, y, z };
//VectorNormalize(&vec);
//rot = MatrixRotate(angleDeg*vec.x, angleDeg*vec.x, angleDeg*vec.x);
MatrixTranspose(&rot);
MatrixTranspose(&rotation);
*currentMatrix = MatrixMultiply(*currentMatrix, rot);
*currentMatrix = MatrixMultiply(*currentMatrix, rotation);
}
// Multiply the current matrix by a scaling matrix
@@ -1206,7 +1206,7 @@ void rlglDrawPostpro(unsigned int shaderId)
#endif
// Draw a 3d model
void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires)
void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color color, bool wires)
{
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
@@ -1215,7 +1215,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, model.textureId);
glBindTexture(GL_TEXTURE_2D, model.texture.id);
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
@@ -1230,7 +1230,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlScalef(scale.x, scale.y, scale.z);
rlRotatef(rotation.y, 0, 1, 0);
rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
// TODO: If rotate in multiple axis, get rotation matrix and use rlMultMatrix()
@@ -1250,7 +1250,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(model.shader.id);
VectorScale(&rotation, DEG2RAD);
Vector3 rotation = { 0.0f, 0.0f, 0.0f };
// Get transform matrix (rotation -> scale -> translation)
Matrix transform = MatrixTransform(position, rotation, scale); // Object-space transformation
@@ -1335,7 +1335,7 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
rlOrtho(0, width - offsetX, height - offsetY, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0)
rlOrtho(0, width - offsetX, height - offsetY, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0)
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@@ -1355,6 +1355,165 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
TraceLog(INFO, "OpenGL Graphics initialized successfully");
}
// Get world coordinates from screen coordinates
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
{
//GLint viewport[4];
//glGetIntegerv(GL_VIEWPORT, viewport);
// Viewport data
int x = 0;
int y = 0;
int width = GetScreenWidth();
int height = GetScreenHeight();
float minDepth = 0.0f;
float maxDepth = 1.0f;
/*
Matrix modelviewprojection = MatrixMultiply(modelview, projection);
MatrixInvert(&modelviewprojection);
Vector3 vector;
vector.x = (((source.x - x) / ((float)width)) * 2.0f) - 1.0f;
vector.y = -((((source.y - y) / ((float)height)) * 2.0f) - 1.0f);
vector.z = (source.z - minDepth) / (maxDepth - minDepth);
//float a = (((vector.x * matrix.M14) + (vector.y * matrix.M24)) + (vector.z * matrix.M34)) + matrix.M44;
//float a = (((vector.x * modelviewprojection.m3) + (vector.y * modelviewprojection.m7)) + (vector.z * modelviewprojection.m11)) + modelviewprojection.m15;
VectorTransform(&vector, modelviewprojection);
//if (!MathUtil.IsOne(a)) vector = (vector / a);
//VectorScale(&vector, 1/a);
return vector;
*/
/*
Vector3 worldPoint;
// Transformation matrices
Matrix modelviewprojection = MatrixIdentity();
Quaternion quat;
// Calculation for inverting a matrix, compute projection x modelview
modelviewprojection = MatrixMultiply(proj, view);
MatrixInvert(&modelviewprojection);
// Transformation of normalized coordinates between -1 and 1
quat.x = ((source.x - (float)x)/(float)width*2.0) - 1.0f;
quat.y = ((source.y - (float)y)/(float)height*2.0) - 1.0f;
quat.z = 2.0*source.z - 1.0;
quat.w = 1.0;
// Objects coordinates
QuaternionTransform(&quat, modelviewprojection);
//if (quat.w == 0.0) return 0;
worldPoint.x = quat.x/quat.w;
worldPoint.y = quat.y/quat.w;
worldPoint.z = quat.z/quat.w;
return worldPoint;
*/
/*
Quaternion quat;
Vector3 vec;
quat.x = 2.0f * GetMousePosition().x / (float)width - 1;
quat.y = -(2.0f * GetMousePosition().y / (float)height - 1);
quat.z = 0;
quat.w = 1;
Matrix invView;
MatrixInvert(&view);
Matrix invProj;
MatrixInvert(&proj);
quat.x = invProj.m0 * quat.x + invProj.m4 * quat.y + invProj.m8 * quat.z + invProj.m12 * quat.w;
quat.y = invProj.m1 * quat.x + invProj.m5 * quat.y + invProj.m9 * quat.z + invProj.m13 * quat.w;
quat.z = invProj.m2 * quat.x + invProj.m6 * quat.y + invProj.m10 * quat.z + invProj.m14 * quat.w;
quat.w = invProj.m3 * quat.x + invProj.m7 * quat.y + invProj.m11 * quat.z + invProj.m15 * quat.w;
quat.x = invView.m0 * quat.x + invView.m4 * quat.y + invView.m8 * quat.z + invView.m12 * quat.w;
quat.y = invView.m1 * quat.x + invView.m5 * quat.y + invView.m9 * quat.z + invView.m13 * quat.w;
quat.z = invView.m2 * quat.x + invView.m6 * quat.y + invView.m10 * quat.z + invView.m14 * quat.w;
quat.w = invView.m3 * quat.x + invView.m7 * quat.y + invView.m11 * quat.z + invView.m15 * quat.w;
vec.x /= quat.w;
vec.y /= quat.w;
vec.z /= quat.w;
return vec;
*/
/*
Vector3 worldPoint;
// Transformation matrices
Matrix modelviewprojection;
Quaternion quat;
// Calculation for inverting a matrix, compute projection x modelview
modelviewprojection = MatrixMultiply(view, proj);
// Now compute the inverse of matrix A
MatrixInvert(&modelviewprojection);
// Transformation of normalized coordinates between -1 and 1
quat.x = ((source.x - (float)x)/(float)width*2.0) - 1.0f;
quat.y = ((source.y - (float)y)/(float)height*2.0) - 1.0f;
quat.z = 2.0*source.z - 1.0;
quat.w = 1.0;
// Traspose quaternion and multiply
Quaternion result;
result.x = modelviewprojection.m0 * quad.x + modelviewprojection.m4 * quad.y + modelviewprojection.m8 * quad.z + modelviewprojection.m12 * quad.w;
result.y = modelviewprojection.m1 * quad.x + modelviewprojection.m5 * quad.y + modelviewprojection.m9 * quad.z + modelviewprojection.m13 * quad.w;
result.z = modelviewprojection.m2 * quad.x + modelviewprojection.m6 * quad.y + modelviewprojection.m10 * quad.z + modelviewprojection.m14 * quad.w;
result.w = modelviewprojection.m3 * quad.x + modelviewprojection.m7 * quad.y + modelviewprojection.m11 * quad.z + modelviewprojection.m15 * quad.w;
// Invert
result.w = 1.0f / result.w;
//if (quat.w == 0.0) return 0;
worldPoint.x = quat.x * quat.w;
worldPoint.y = quat.y * quat.w;
worldPoint.z = quat.z * quat.w;
return worldPoint;
*/
/*
// Needed Vectors
Vector3 normalDeviceCoordinates;
Quaternion rayClip;
Quaternion rayEye;
Vector3 rayWorld;
// Getting normal device coordinates
float x = (2.0 * mousePosition.x) / GetScreenWidth() - 1.0;
float y = 1.0 - (2.0 * mousePosition.y) / GetScreenHeight();
float z = 1.0;
normalDeviceCoordinates = (Vector3){ x, y, z };
// Getting clip vector
rayClip = (Quaternion){ normalDeviceCoordinates.x, normalDeviceCoordinates.y, -1, 1 };
Matrix invProjection = projection;
MatrixInvert(&invProjection);
rayEye = MatrixQuaternionMultiply(invProjection, rayClip);
rayEye = (Quaternion){ rayEye.x, rayEye.y, -1, 0 };
Matrix invModelview = modelview;
MatrixInvert(&invModelview);
rayWorld = MatrixVector3Multiply(invModelview, (Vector3){rayEye.x, rayEye.y, rayEye.z} );
VectorNormalize(&rayWorld);
return rayWorld;
*/
}
// Convert image data to OpenGL texture (returns OpenGL valid Id)
unsigned int rlglLoadTexture(unsigned char *data, int width, int height, int colorMode, bool genMipmaps)
{
@@ -2352,7 +2511,6 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight)
return mipmap;
}
#endif
#if defined(RLGL_STANDALONE)