Super basic 3D object line culling

pull/170/head
James Ball 2023-09-10 12:35:26 +01:00
rodzic eece1b1dae
commit a047888382
5 zmienionych plików z 75 dodań i 45 usunięć

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@ -65,16 +65,20 @@ void VisualiserComponent::run() {
}
void VisualiserComponent::mouseDown(const juce::MouseEvent& event) {
active = !active;
if (active) {
startTimerHz(60);
startThread();
} else {
audioProcessor.consumerStop(consumer);
stopTimer();
stopThread(1000);
if (event.mods.isLeftButtonDown()) {
active = !active;
if (active) {
startTimerHz(60);
startThread();
} else {
audioProcessor.consumerStop(consumer);
stopTimer();
stopThread(1000);
}
repaint();
} else if (event.mods.isRightButtonDown()) {
// TODO: add menu to control colours and precision
}
repaint();
}
void VisualiserComponent::paintChannel(juce::Graphics& g, juce::Rectangle<float> area, int channel) {

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@ -7,16 +7,15 @@ Camera::Camera(double focalLength, double x, double y, double z) : focalLength(f
std::vector<std::unique_ptr<Shape>> Camera::draw(WorldObject& object) {
std::vector<std::unique_ptr<Shape>> shapes;
object.nextFrame();
Line3D* prevLine = nullptr;
Vector2 prevVertex;
for (auto& edge : object.edges) {
Vector2 start;
if (prevLine != nullptr && prevLine->x2 == edge.x1 && prevLine->y2 == edge.y1 && prevLine->z2 == edge.z1) {
start = prevVertex;
} else {
start = project(object.rotateX, object.rotateY, object.rotateZ, edge.x1, edge.y1, edge.z1);
for (auto edge : object.edges) {
edge.rotate(object.rotateX, object.rotateY, object.rotateZ);
// very crude frustum culling
if (edge.z1 < z || edge.z2 < z) {
continue;
}
Vector2 end = project(object.rotateX, object.rotateY, object.rotateZ, edge.x2, edge.y2, edge.z2);
Vector2 start = project(edge.x1, edge.y1, edge.z1);
Vector2 end = project(edge.x2, edge.y2, edge.z2);
shapes.push_back(std::make_unique<Line>(start.x, start.y, end.x, end.y));
}
@ -49,10 +48,9 @@ std::vector<Vector2> Camera::sampleVerticesInRender(WorldObject& object) {
for (int i = 0; i < SAMPLE_RENDER_SAMPLES - 1; i++) {
for (size_t j = 0; j < std::min(VERTEX_SAMPLES, object.numVertices); j++) {
double x = object.vs[j * 3];
double y = object.vs[j * 3 + 1];
double z = object.vs[j * 3 + 2];
vertices.push_back(project(object.rotateX, object.rotateY, object.rotateZ, x, y, z));
Vector3D vertex{object.vs[j * 3], object.vs[j * 3 + 1], object.vs[j * 3 + 2]};
vertex.rotate(object.rotateX, object.rotateY, object.rotateZ);
vertices.push_back(project(vertex.x, vertex.y, vertex.z));
}
object.rotateY = object.rotateY + rotation;
object.rotateZ = object.rotateY + rotation;
@ -72,27 +70,9 @@ double Camera::maxVertexValue(std::vector<Vector2>& vertices) {
return max;
}
Vector2 Camera::project(double objRotateX, double objRotateY, double objRotateZ, double x, double y, double z) {
// rotate around x-axis
double cosValue = std::cos(objRotateX);
double sinValue = std::sin(objRotateX);
double y2 = cosValue * y - sinValue * z;
double z2 = sinValue * y + cosValue * z;
// rotate around y-axis
cosValue = std::cos(objRotateY);
sinValue = std::sin(objRotateY);
double x2 = cosValue * x + sinValue * z2;
double z3 = -sinValue * x + cosValue * z2;
// rotate around z-axis
cosValue = cos(objRotateZ);
sinValue = sin(objRotateZ);
double x3 = cosValue * x2 - sinValue * y2;
double y3 = sinValue * x2 + cosValue * y2;
double start = x3 * focalLength / (z3 - this->z) + this->x;
double end = y3 * focalLength / (z3 - this->z) + this->y;
Vector2 Camera::project(double x, double y, double z) {
double start = x * focalLength / (z - this->z) + this->x;
double end = y * focalLength / (z - this->z) + this->y;
return Vector2(start, end);
}

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@ -24,5 +24,5 @@ private:
std::vector<Vector2> sampleVerticesInRender(WorldObject& object);
double maxVertexValue(std::vector<Vector2>& vertices);
Vector2 project(double objRotateX, double objRotateY, double objRotateZ, double x, double y, double z);
Vector2 project(double x, double y, double z);
};

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@ -1,3 +1,38 @@
#include "Line3D.h"
Line3D::Line3D(double x1, double y1, double z1, double x2, double y2, double z2) : x1(x1), y1(y1), z1(z1), x2(x2), y2(y2), z2(z2) {}
Line3D::Line3D(double x1, double y1, double z1, double x2, double y2, double z2) : x1(x1), y1(y1), z1(z1), x2(x2), y2(y2), z2(z2) {}
void Line3D::rotate(double rotateX, double rotateY, double rotateZ) {
Vector3D vector1(x1, y1, z1);
Vector3D vector2(x2, y2, z2);
vector1.rotate(rotateX, rotateY, rotateZ);
vector2.rotate(rotateX, rotateY, rotateZ);
x1 = vector1.x;
y1 = vector1.y;
z1 = vector1.z;
x2 = vector2.x;
y2 = vector2.y;
z2 = vector2.z;
}
Vector3D::Vector3D(double x, double y, double z) : x(x), y(y), z(z) {}
void Vector3D::rotate(double rotateX, double rotateY, double rotateZ) {
// rotate around x-axis
double cosValue = std::cos(rotateX);
double sinValue = std::sin(rotateX);
double y2 = cosValue * y - sinValue * z;
double z2 = sinValue * y + cosValue * z;
// rotate around y-axis
cosValue = std::cos(rotateY);
sinValue = std::sin(rotateY);
double x2 = cosValue * x + sinValue * z2;
z = -sinValue * x + cosValue * z2;
// rotate around z-axis
cosValue = cos(rotateZ);
sinValue = sin(rotateZ);
x = cosValue * x2 - sinValue * y2;
y = sinValue * x2 + cosValue * y2;
}

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@ -5,6 +5,17 @@
class Line3D {
public:
Line3D(double, double, double, double, double, double);
void rotate(double, double, double);
double x1, y1, z1, x2, y2, z2;
};
class Vector3D {
public:
Vector3D(double, double, double);
void rotate(double, double, double);
double x, y, z;
};