Added initial 3D support to Transform

This commit is contained in:
2019-12-05 17:23:47 -06:00
parent 5f359a8313
commit cc813c023f
2 changed files with 112 additions and 4 deletions

View File

@@ -188,18 +188,19 @@ module CyberarmEngine
def set_uniform(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
case value.class.to_s.downcase.to_sym
case value.class.to_s.split("::").last.downcase.to_sym
when :integer
glUniform1i(attr_loc, value)
when :float
glUniform1f(attr_loc, value)
when :string
when :array
when :transform
glUniformMatrix4fv(attr_loc, 1, GL_FALSE, value.elements.pack("F16"))
when :vector
glUniformVec4f(attr_loc, *value.to_a)
else
raise NotImplementedError, "Shader support for #{value.class.inspect} not implemented."
end
Window.handle_gl_error
end
end
end

View File

@@ -1,12 +1,28 @@
module CyberarmEngine
# Basic 4x4 matrix operations
class Transform
attr_reader :elements
def initialize(matrix)
@elements = matrix
raise "Transform is wrong size! Got #{@elements.size}, expected 16" if 16 != @elements.size
raise "Invalid value for matrix, must all be numeric!" if @elements.any? { |e| e.nil? || !e.is_a?(Numeric)}
end
def self.identity
Transform.new(
[
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]
)
end
### 2D Operations meant for interacting with Gosu ###
# 2d rotate operation, replicates Gosu's Gosu.rotate function
def self.rotate(angle, rotate_around = nil)
double c = Math.cos(angle).degrees_to_radians
double s = Math.sin(angle).degrees_to_radians
@@ -31,6 +47,7 @@ module CyberarmEngine
return rotate_matrix
end
# 2d translate operation, replicates Gosu's Gosu.translate function
def self.translate(vector)
x, y, z = vector.to_a[0..2]
matrix = [
@@ -43,6 +60,7 @@ module CyberarmEngine
Transform.new(matrix)
end
# 2d scale operation, replicates Gosu's Gosu.rotate function
def self.scale(vector, center_around = nil)
scale_x, scale_y, scale_z = vector.to_a[0..2]
matrix = [
@@ -80,5 +98,94 @@ module CyberarmEngine
Transform.new(matrix)
end
#### 3D Operations meant for OpenGL ###
def self.translate_3d(vector)
x, y, z = vector.to_a[0..2]
matrix = [
1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1,
]
Transform.new(matrix)
end
def self.rotate_3d(vector, order = "xyz")
x, y, z = vector.to_a[0..2]
rotation_x = Transform.new(
[
1, 0, 0, 0,
0, Math.cos(x), -Math.sin(x), 0,
0, Math.sin(x), Math.cos(x), 0,
0, 0, 0, 1,
]
)
rotation_y = Transform.new(
[
Math.cos(y), 0, -Math.sin(y), 0,
0, 1, 0, 0,
Math.sin(y), 1, Math.cos(y), 0,
0, 0, 1, 1
]
)
rotation_z = Transform.new(
[
Math.cos(z), -Math.sin(z), 0, 0,
Math.sin(z), Math.cos(z), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]
)
rotation_x * rotation_y * rotation_z
end
def *(other)
case other
when CyberarmEngine::Vector
matrix = Array.new(@elements.size)
list = other.to_a
@elements.each_with_index do |e, i|
matrix[i] = e + list[i]
end
Transform.new(matrix)
when CyberarmEngine::Transform
return multiply_matrices(other)
else
p other.class
raise TypeError, "Expected CyberarmEngine::Vector or CyberarmEngine::Transform got #{other.class}"
end
end
def get(x, y)
width = 4
# puts "Transform|#{self.object_id} -> #{@elements[width * y + x].inspect} (index: #{width * y + x})"
@elements[width * y + x]
end
def multiply_matrices(other)
matrix = Array.new(16, 0)
4.times do |x|
4.times do |y|
4.times do |k|
matrix[4 * y + x] += get(x, k) * other.get(k, y)
end
end
end
return Transform.new(matrix)
end
end
end