diff --git a/src/camera.rs b/src/camera.rs index d18518e..3ea88a5 100644 --- a/src/camera.rs +++ b/src/camera.rs @@ -1,8 +1,9 @@ //! This module contains everything to deal with cameras. use nalgebra::Matrix4; +use nalgebra::Vector4; -use math::vector::Vector3; +use math::vector::{Vector2, Vector3}; use math::frustum::Frustum; /// The trait that a render camera should implement. @@ -11,76 +12,87 @@ use math::frustum::Frustum; pub trait RenderCamera { /// Returns the view matrix of the camera. - fn get_view_matrix(&self) -> Matrix4; + fn view(&self) -> Matrix4; /// Returns the perspective matrix of the camera. - fn get_perspective_matrix(&self) -> Matrix4; + fn perspective(&self) -> Matrix4; /// Returns the product of the perspective matrix and the view matrix. - fn get_model_view_matrix(&self) -> Matrix4 { - self.get_perspective_matrix() * self.get_view_matrix().try_inverse().unwrap() + fn model_view(&self) -> Matrix4 { + self.perspective() * self.view() } /// Returns the frustum of the camera. fn frustum(&self) -> Frustum { - Frustum::from_matrix(&self.get_model_view_matrix()) + panic!(); } } -/// Creates a look at matrix from the center, the target pointed by the camera and the up vector. -pub fn look_at_matrix(position: [f32; 3], target: [f32; 3], up: [f32; 3]) -> Matrix4 { - let f = { - let f = [ - target[0] - position[0], - target[1] - position[1], - target[2] - position[2], - ]; - let len = f[0] * f[0] + f[1] * f[1] + f[2] * f[2]; - let len = len.sqrt(); - [f[0] / len, f[1] / len, f[2] / len] - }; +/// Creates the pose matrix, inverse of the look at matrix. +pub fn pose(position: Vector3, target: Vector3, up: Vector3) -> Matrix4 { + // This is the right way to do things + let e3 = (position - target).normalized(); - let s = [up[1] * f[2] - up[2] * f[1], - up[2] * f[0] - up[0] * f[2], - up[0] * f[1] - up[1] * f[0]]; - - let s_norm = { - let len = s[0] * s[0] + s[1] * s[1] + s[2] * s[2]; - let len = len.sqrt(); - [s[0] / len, s[1] / len, s[2] / len] - }; - - let u = [f[1] * s_norm[2] - f[2] * s_norm[1], - f[2] * s_norm[0] - f[0] * s_norm[2], - f[0] * s_norm[1] - f[1] * s_norm[0]]; - - let p = [-position[0] * s_norm[0] - position[1] * s_norm[1] - position[2] * s_norm[2], - -position[0] * u[0] - position[1] * u[1] - position[2] * u[2], - -position[0] * f[0] - position[1] * f[1] - position[2] * f[2]]; + // Well, ok, maybe this is not the right way, but it works + let e1 = up.cross_product(e3).normalized(); + let e2 = e3.cross_product(e1); [ - [-s_norm[0], u[0], f[0], 0.0], - [-s_norm[1], u[1], f[1], 0.0], - [-s_norm[2], u[2], f[2], 0.0], - [-p[0], p[1], p[2], 1.0], + [e1[0], e1[1], e1[2], 0.0], + [e2[0], e2[1], e2[2], 0.0], + [e3[0], e3[1], e3[2], 0.0], + [position[0], position[1], position[2], 1.0], ].into() +} +/// Creates a look at matrix from the center, the target pointed by the camera and the up vector. +pub fn look_at(position: Vector3, target: Vector3, up: Vector3) -> Matrix4 { + pose(position, target, up).try_inverse().unwrap() } /// Creates a perspective matrix of a camera. -pub fn perspective_matrix(aspect_ratio: f32, z_near: f32, z_far: f32) -> Matrix4 { - let fov = 3.141592 / 3.0; +pub fn perspective(fov: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> Matrix4 { - use num::Float; - let f = 1.0 / (fov / 2.0).tan(); + let top = z_near * (fov / 2.0).tan(); + let height = 2.0 * top; + let width = aspect_ratio * height; + + let x = 2.0 * z_near / width; + let y = 2.0 * z_near / height; + + let c = - (z_far + z_near) / (z_far - z_near); + let d = - 2.0 * z_far * z_near / (z_far - z_near); + + Matrix4::new( + x, 0.0, 0.0, 0.0, + 0.0, y, 0.0, 0.0, + 0.0, 0.0, c, d, + 0.0, 0.0, -1.0, 0.0, + ) + +} + +/// Returns the inverse of the perspective matrix. +pub fn perspective_inverse(fov: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> Matrix4 { + + let top = z_near * (fov / 2.0).tan(); + let height = 2.0 * top; + let width = aspect_ratio * height; + + let x = 2.0 * z_near / width; + let y = 2.0 * z_near / height; + + let c = - (z_far + z_near) / (z_far - z_near); + let d = - 2.0 * z_far * z_near / (z_far - z_near); + + Matrix4::new( + 1.0 / x, 0.0, 0.0, 0.0, + 0.0, 1.0 / y, 0.0, 0.0, + 0.0, 0.0, 0.0, -1.0, + 0.0, 0.0, 1.0 / d, c / d, + ) - [ - [f / aspect_ratio , 0.0, 0.0 , 0.0], - [ 0.0 , f , 0.0 , 0.0], - [ 0.0 , 0.0, (z_far+z_near)/(z_far-z_near) , 1.0], - [ 0.0 , 0.0, -(2.0*z_far*z_near)/(z_far-z_near), 0.0], - ].into() } /// A simple camera with its position, target and up vector. @@ -95,6 +107,9 @@ pub struct Camera { /// The up vector of the camera. pub up: Vector3, + /// The field of view of the camera. + pub fov: f32, + /// The minimum depth for visible things. pub z_near: f32, @@ -109,29 +124,62 @@ pub struct Camera { impl Camera { /// Creates a new camera from its attributes. pub fn new(position: Vector3, target: Vector3, up: Vector3) -> Camera { + use std::f32::consts::PI; + Camera { position: position, target: target, up: up, z_near: 0.0001, z_far: 1000.0, - aspect_ratio: 16.0 / 9.0 + aspect_ratio: 16.0 / 9.0, + fov: PI / 3.0, } } + /// Returns the pose matrix of the camera. + pub fn pose(&self) -> Matrix4 { + pose(self.position, self.target, self.up) + } + + /// Returns the view matrix of the camera, inverse of the pose. + pub fn view(&self) -> Matrix4 { + look_at(self.position, self.target, self.up) + } + + /// Returns the perspective matrix of the camera. + pub fn perspective(&self) -> Matrix4 { + perspective(self.fov, self.aspect_ratio, self.z_near, self.z_far) + } + + /// Returns the inverse of the perspective matrix of the camera. + pub fn perspective_inverse(&self) -> Matrix4 { + perspective_inverse(self.fov, self.aspect_ratio, self.z_near, self.z_far) + } + /// Returns the frustum of the camera. pub fn frustum(&self) -> Frustum { - RenderCamera::frustum(self) + Frustum::from_matrix(&(self.perspective() * self.view())) + } + + /// Unprojects a 2D point (x, y) in the 3D world. + /// + /// The coordinates must be in [-1.0, 1.0] + pub fn unproject(&self, point: Vector2) -> Vector3 { + + let point = Vector4::new(point[0], point[1], 0.5, 1.0); + let v = self.pose() * self.perspective_inverse() * point; + Vector3::new(v[0] / v[3], v[1] / v[3], v[2] / v[3]) } } impl RenderCamera for Camera { - fn get_view_matrix(&self) -> Matrix4 { - look_at_matrix(self.position.into(), self.target.into(), self.up.into()) + fn view(&self) -> Matrix4 { + self.view() } - fn get_perspective_matrix(&self) -> Matrix4 { - perspective_matrix(self.aspect_ratio, self.z_near, self.z_far) + fn perspective(&self) -> Matrix4 { + self.perspective() } } diff --git a/src/math/bounding_box.rs b/src/math/bounding_box.rs index d89b332..83a2e64 100644 --- a/src/math/bounding_box.rs +++ b/src/math/bounding_box.rs @@ -95,6 +95,16 @@ macro_rules! make_bounding_box { ret } + /// Returns true if the point is inside the bounding box. + pub fn contains_point(&self, point: $vector) -> bool { + for i in 0 .. $size { + if self.min()[i] > point[i] || point[i] > self.max()[i] { + return false; + } + } + true + } + } } @@ -183,4 +193,21 @@ mod tests { let bb2 = b2.intersection(&b1); assert_eq!(bb1, bb2); } + + #[test] + fn contains_point() { + let b1 = BoundingBox3::new( + Vector3::new(0.0, 0.0, 0.0), + Vector3::new(2.0, 2.0, 2.0), + ); + + assert_eq!(b1.contains_point(Vector3::new(1.0, 1.0, 1.0)), true); + assert_eq!(b1.contains_point(Vector3::new(1.5, 0.5, 1.0)), true); + assert_eq!(b1.contains_point(Vector3::new(1.5, -0.5, 1.0)), false); + assert_eq!(b1.contains_point(Vector3::new(1.5, 0.5, -1.0)), false); + assert_eq!(b1.contains_point(Vector3::new(-0.5, 0.5, 1.0)), false); + assert_eq!(b1.contains_point(Vector3::new(2.5, 0.5, 1.0)), false); + assert_eq!(b1.contains_point(Vector3::new(0.5, 2.5, 1.0)), false); + + } } diff --git a/src/math/frustum.rs b/src/math/frustum.rs index be2a872..228d16d 100644 --- a/src/math/frustum.rs +++ b/src/math/frustum.rs @@ -17,15 +17,27 @@ pub struct Frustum { } impl Frustum { - /// Creates a frustum from the matrix of a camera. - /// - /// This is *ahem...* slightly inspired from THREE.js Frustum + + /// Creates a frustum from its four planes. + pub fn new(planes: [Plane; 6]) -> Frustum { + Frustum { + planes: planes, + } + } + + /// Creates a frustum for a camera matrix. pub fn from_matrix(m: &Matrix4) -> Frustum { - let m0 = m[(0, 0)]; let m1 = m[(0, 1)]; let m2 = m[(0, 2)]; let m3 = m[(0, 3)]; - let m4 = m[(1, 0)]; let m5 = m[(1, 1)]; let m6 = m[(1, 2)]; let m7 = m[(1, 3)]; - let m8 = m[(2, 0)]; let m9 = m[(2, 1)]; let m10 = m[(2, 2)]; let m11 = m[(2, 3)]; - let m12 = m[(3, 0)]; let m13 = m[(3, 1)]; let m14 = m[(3, 2)]; let m15 = m[(3, 3)]; + // let m0 = m[(0, 0)]; let m1 = m[(0, 1)]; let m2 = m[(0, 2)]; let m3 = m[(0, 3)]; + // let m4 = m[(1, 0)]; let m5 = m[(1, 1)]; let m6 = m[(1, 2)]; let m7 = m[(1, 3)]; + // let m8 = m[(2, 0)]; let m9 = m[(2, 1)]; let m10 = m[(2, 2)]; let m11 = m[(2, 3)]; + // let m12 = m[(3, 0)]; let m13 = m[(3, 1)]; let m14 = m[(3, 2)]; let m15 = m[(3, 3)]; + + // Swapped version... + let m0 = m[(0, 0)]; let m1 = m[(1, 0)]; let m2 = m[(2, 0)]; let m3 = m[(3, 0)]; + let m4 = m[(0, 1)]; let m5 = m[(1, 1)]; let m6 = m[(2, 1)]; let m7 = m[(3, 1)]; + let m8 = m[(0, 2)]; let m9 = m[(1, 2)]; let m10 = m[(2, 2)]; let m11 = m[(3, 2)]; + let m12 = m[(0, 3)]; let m13 = m[(1, 3)]; let m14 = m[(2, 3)]; let m15 = m[(3, 3)]; Frustum { planes: [ @@ -44,22 +56,15 @@ impl Frustum { use num::Zero; - let mut p1 = Vector3::::zero(); - let mut p2 = Vector3::::zero(); + let mut p = Vector3::::zero(); for plane in &self.planes { - p1[0] = if plane.normal().x() > 0.0 { bbox.min().x() } else { bbox.max().x() }; - p2[0] = if plane.normal().x() > 0.0 { bbox.max().x() } else { bbox.min().x() }; - p1[1] = if plane.normal().y() > 0.0 { bbox.min().y() } else { bbox.max().y() }; - p2[1] = if plane.normal().y() > 0.0 { bbox.max().y() } else { bbox.min().y() }; - p1[2] = if plane.normal().z() > 0.0 { bbox.min().z() } else { bbox.max().z() }; - p2[2] = if plane.normal().z() > 0.0 { bbox.max().z() } else { bbox.min().z() }; + p[0] = if plane.normal().x() > 0.0 { bbox.max().x() } else { bbox.min().x() }; + p[1] = if plane.normal().y() > 0.0 { bbox.max().y() } else { bbox.min().y() }; + p[2] = if plane.normal().z() > 0.0 { bbox.max().z() } else { bbox.min().z() }; - let d1 = plane.distance_to_point(p1); - let d2 = plane.distance_to_point(p2); - - if d1 < 0.0 && d2 < 2.0 { + if plane.distance_to_point(p) < 0.0 { return false; } } diff --git a/src/math/vector.rs b/src/math/vector.rs index 7fdc9fe..f181429 100644 --- a/src/math/vector.rs +++ b/src/math/vector.rs @@ -39,6 +39,14 @@ macro_rules! make_vector { } } + impl From<[T; $number]> for $name { + fn from(data: [T; $number]) -> $name { + $name { + data: data, + } + } + } + impl Into<($( $t ) ,* )> for $name { fn into(self) -> ($( $t ) ,* ) { ( $( self.data[$y] ), *) diff --git a/src/programs/viewer.rs b/src/programs/viewer.rs index c9843f7..5f49443 100644 --- a/src/programs/viewer.rs +++ b/src/programs/viewer.rs @@ -3,6 +3,7 @@ extern crate glium; #[macro_use] extern crate verbose_log; extern crate model_converter; +extern crate nalgebra as na; use std::process::exit; use std::time::{Instant, Duration}; @@ -97,7 +98,7 @@ fn main() { for (name, mut model) in models { log!("Scaling model {}...", name); - model.center_and_scale_from_box(&bbox); + // model.center_and_scale_from_box(&bbox); log!("\nBuilding textures for model {}...", name); @@ -119,19 +120,21 @@ fn main() { let mut closed = false; let mut camera = Camera::new( - Vector3::new( 0.0, 0.0, 0.0), - Vector3::new( 0.0, 0.0, 0.0), - Vector3::new( 0.0, 1.0, 0.0), + Vector3::new(1.0, 0.0, 0.0), + Vector3::new(0.0, 0.0, 0.0), + Vector3::new(0.0, 1.0, 0.0), ); camera.z_near = 0.0001; + use model_converter::camera::RenderCamera; + let mut controls: Box = if matches.is_present("first person") { Box::new(FirstPersonControls::new()) } else { Box::new(OrbitControls::new( Vector3::new(0.0, 0.0, 0.0), - 1.0, + 2.0, &mut camera )) }; @@ -175,11 +178,11 @@ fn main() { } => { // Go back in world coordinates - let position = camera.position * size as f32; - let position = position + center; + let position = camera.position; + // let position = position + center; - let target = camera.target * size as f32; - let target = target + center; + let target = camera.target; + // let target = target + center; let up = camera.up; @@ -191,12 +194,15 @@ fn main() { target.x(), target.y(), target.z()); println!("\tUp: ({}, {}, {})", up.x(), up.y(), up.z()); + } _ => (), } }); + + controls.update(&mut camera, &renderer); renderer.render(&scene, &camera); let elapsed = as_millis(Instant::now().duration_since(before)); diff --git a/src/renderer.rs b/src/renderer.rs index 5659d74..1a01cc7 100644 --- a/src/renderer.rs +++ b/src/renderer.rs @@ -124,8 +124,8 @@ impl Renderer { let mut target = self.draw(); target.clear_color_srgb_and_depth(self.clear_color, 1.0); - let perspective = camera.get_perspective_matrix(); - let view = camera.get_view_matrix(); + let perspective = camera.perspective(); + let view = camera.view(); let params = DrawParameters { depth: Depth {