Files
cyberarm_engine/lib/cyberarm_engine/transform.rb
2020-12-14 16:04:31 -06:00

297 lines
7.6 KiB
Ruby

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
matrix = [
+c, +s, 0, 0,
-s, +c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]
rotate_matrix = Transform.new(matrix, rows: 4, columns: 4)
if rotate_around && (rotate_around.x != 0.0 || rotate_around.y != 0.0)
negative_rotate_around = Vector.new(-rotate_around.x, -rotate_around.y, -rotate_around.z)
rotate_matrix = concat(
concat(translate(negative_rotate_around), rotate_matrix),
translate(rotate_around)
)
end
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 = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
x, y, z, 1
]
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 = [
scale_x, 0, 0, 0,
0, scale_y, 0, 0,
0, 0, scale_z, 0,
0, 0, 0, 1
]
scale_matrix = Transform.new(matrix)
if center_around && (center_around.x != 0.0 || center_around.y != 0.0)
negative_center_around = Vector.new(-center_around.x, -center_around.y, -center_around.z)
scale_matrix = concat(
concat(translate(negative_center_around), scale_matrix),
translate(center_around)
)
end
scale_matrix
end
def self.concat(left, right)
matrix = Array.new(left.elements.size)
rows = 4
matrix.size.times do |i|
matrix[i] = 0
rows.times do |j|
matrix[i] += left.elements[i / rows * rows + j] * right.elements[i % rows + j * rows]
end
end
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 = "zyx")
x, y, z = vector.to_a[0..2].map { |axis| axis * Math::PI / 180.0 }
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), 0, Math.cos(y), 0,
0, 0, 0, 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_z * rotation_y * rotation_x
end
# Implements glRotatef
# https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml
def self.rotate_gl(angle, axis)
radians = angle * Math::PI / 180.0
s = Math.sin(radians)
c = Math.cos(radians)
axis = axis.normalized
x, y, z = axis.to_a[0..2]
n = (1.0 - c)
Transform.new(
[
x * x * n + c, x * y * n - z * s, x * z * n + y * s, 0,
y * x * n + z * s, y * y * n + c, y * z * n - x * s, 0,
x * z * n - y * s, y * z * n + x * s, z * z * n + c, 0,
0, 0, 0, 1.0
]
)
end
def self.scale_3d(vector)
x, y, z = vector.to_a[0..2]
Transform.new(
[
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
]
)
end
def self.perspective(fov_y, aspect_ratio, near, far)
f = 1.0 / Math.tan(fov_y.degrees_to_radians / 2.0) # cotangent
zn = (far + near.to_f) / (near - far.to_f)
zf = (2.0 * far * near.to_f) / (near - far.to_f)
Transform.new(
[
f / aspect_ratio, 0.0, 0.0, 0.0,
0.0, f, 0.0, 0.0,
0.0, 0.0, zn, zf,
0.0, 0.0, -1.0, 0.0
]
)
end
def self.orthographic(left, right, bottom, top, near, far)
s = Vector.new(
2 / (right - left.to_f),
2 / (top - bottom.to_f),
-2 / (far - near.to_f)
)
t = Vector.new(
(right + left.to_f) / (right - left.to_f),
(top + bottom.to_f) / (top - bottom.to_f),
(far + near.to_f) / (far - near.to_f)
)
Transform.new(
[
s.x, 0.0, 0.0, t.x,
0.0, s.y, 0.0, t.y,
0.0, 0.0, s.z, t.z,
0.0, 0.0, 0.0, 1.0
]
)
end
def self.view(eye, orientation)
# https://www.3dgep.com/understanding-the-view-matrix/#The_View_Matrix
cosPitch = Math.cos(orientation.z * Math::PI / 180.0)
sinPitch = Math.sin(orientation.z * Math::PI / 180.0)
cosYaw = Math.cos(orientation.y * Math::PI / 180.0)
sinYaw = Math.sin(orientation.y * Math::PI / 180.0)
x_axis = Vector.new(cosYaw, 0, -sinYaw)
y_axis = Vector.new(sinYaw * sinPitch, cosPitch, cosYaw * sinPitch)
z_axis = Vector.new(sinYaw * cosPitch, -sinPitch, cosPitch * cosYaw)
Transform.new(
[
x_axis.x, y_axis.y, z_axis.z, 0,
x_axis.x, y_axis.y, z_axis.z, 0,
x_axis.x, y_axis.y, z_axis.z, 0,
-x_axis.dot(eye), -y_axis.dot(eye), -z_axis.dot(eye), 1
]
)
end
def *(other)
case other
when CyberarmEngine::Vector
matrix = @elements.clone
list = other.to_a
@elements.each_with_index do |e, i|
matrix[i] = e + list[i % 4]
end
Transform.new(matrix)
when CyberarmEngine::Transform
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
Transform.new(matrix)
end
# arranges Matrix in column major form
def to_gl
e = @elements
[
e[0], e[4], e[8], e[12],
e[1], e[5], e[9], e[13],
e[2], e[6], e[10], e[14],
e[3], e[7], e[11], e[15]
]
end
end
end