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No commits in common. "144978bfa2ad08dfcb23c7be691d6bb100548022" and "c553780b6e1579501b451575f455bced850f0176" have entirely different histories.

24 changed files with 1278 additions and 408 deletions

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@ -409,38 +409,6 @@ set_target_properties(libzip_external_lib PROPERTIES
INTERFACE_LINK_LIBRARIES zlib_external_lib INTERFACE_LINK_LIBRARIES zlib_external_lib
) )
# ===========================================
# 5) Eigen (5.0.0.zip eigen-5.0.0) - HEADER-ONLY
# ===========================================
set(EIGEN_ARCHIVE "${THIRDPARTY_DIR}/eigen-5.0.0.zip")
set(EIGEN_SRC_DIR "${THIRDPARTY_DIR}/eigen-5.0.0")
if(NOT EXISTS "${EIGEN_ARCHIVE}")
log("Downloading Eigen 5.0.0.zip ...")
file(DOWNLOAD
"https://gitlab.com/libeigen/eigen/-/archive/5.0.0/eigen-5.0.0.zip"
"${EIGEN_ARCHIVE}"
SHOW_PROGRESS
)
endif()
if(NOT EXISTS "${EIGEN_SRC_DIR}/CMakeLists.txt")
log("Extracting Eigen 5.0.0.zip ...")
execute_process(
COMMAND ${CMAKE_COMMAND} -E tar xvf "${EIGEN_ARCHIVE}"
WORKING_DIRECTORY "${THIRDPARTY_DIR}"
RESULT_VARIABLE _eigen_extract_res
)
if(NOT _eigen_extract_res EQUAL 0)
message(FATAL_ERROR "Failed to extract Eigen archive")
endif()
endif()
if(NOT TARGET eigen_external_lib)
add_library(eigen_external_lib INTERFACE)
target_include_directories(eigen_external_lib INTERFACE "${EIGEN_SRC_DIR}")
endif()
# =========================================== # ===========================================
# Основной проект space-game001 # Основной проект space-game001
# =========================================== # ===========================================
@ -462,6 +430,8 @@ add_executable(space-game001
src/AudioPlayerAsync.h src/AudioPlayerAsync.h
src/BoneAnimatedModel.cpp src/BoneAnimatedModel.cpp
src/BoneAnimatedModel.h src/BoneAnimatedModel.h
src/utils/ZLMath.cpp
src/utils/ZLMath.h
src/render/OpenGlExtensions.cpp src/render/OpenGlExtensions.cpp
src/render/OpenGlExtensions.h src/render/OpenGlExtensions.h
src/utils/Utils.cpp src/utils/Utils.cpp
@ -514,7 +484,6 @@ target_link_libraries(space-game001 PRIVATE
libpng_external_lib libpng_external_lib
zlib_external_lib zlib_external_lib
libzip_external_lib libzip_external_lib
eigen_external_lib
) )
# Линкуем OpenGL (Windows) # Линкуем OpenGL (Windows)

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@ -119,9 +119,9 @@ namespace ZL
b = match.suffix().first; b = match.suffix().first;
} }
bones[i].boneMatrixWorld.data()[0] = floatValues[0]; bones[i].boneMatrixWorld.m[0] = floatValues[0];
bones[i].boneMatrixWorld.data()[0 + 1 * 3] = floatValues[1]; bones[i].boneMatrixWorld.m[0 + 1 * 3] = floatValues[1];
bones[i].boneMatrixWorld.data()[0 + 2 * 3] = floatValues[2]; bones[i].boneMatrixWorld.m[0 + 2 * 3] = floatValues[2];
std::getline(f, tempLine); std::getline(f, tempLine);
@ -134,9 +134,9 @@ namespace ZL
b = match.suffix().first; b = match.suffix().first;
} }
bones[i].boneMatrixWorld.data()[1] = floatValues[0]; bones[i].boneMatrixWorld.m[1] = floatValues[0];
bones[i].boneMatrixWorld.data()[1 + 1 * 3] = floatValues[1]; bones[i].boneMatrixWorld.m[1 + 1 * 3] = floatValues[1];
bones[i].boneMatrixWorld.data()[1 + 2 * 3] = floatValues[2]; bones[i].boneMatrixWorld.m[1 + 2 * 3] = floatValues[2];
std::getline(f, tempLine); std::getline(f, tempLine);
@ -149,9 +149,9 @@ namespace ZL
b = match.suffix().first; b = match.suffix().first;
} }
bones[i].boneMatrixWorld.data()[2] = floatValues[0]; bones[i].boneMatrixWorld.m[2] = floatValues[0];
bones[i].boneMatrixWorld.data()[2 + 1 * 3] = floatValues[1]; bones[i].boneMatrixWorld.m[2 + 1 * 3] = floatValues[1];
bones[i].boneMatrixWorld.data()[2 + 2 * 3] = floatValues[2]; bones[i].boneMatrixWorld.m[2 + 2 * 3] = floatValues[2];
//----------- matrix end //----------- matrix end
std::getline(f, tempLine); //parent std::getline(f, tempLine); //parent
@ -489,10 +489,10 @@ namespace ZL
b = match.suffix().first; b = match.suffix().first;
} }
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[0] = floatValues[0]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0] = floatValues[0];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[0 + 1 * 4] = floatValues[1]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0 + 1 * 4] = floatValues[1];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[0 + 2 * 4] = floatValues[2]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0 + 2 * 4] = floatValues[2];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[0 + 3 * 4] = floatValues[3]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0 + 3 * 4] = floatValues[3];
std::getline(f, tempLine); std::getline(f, tempLine);
@ -504,10 +504,10 @@ namespace ZL
b = match.suffix().first; b = match.suffix().first;
} }
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[1] = floatValues[0]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1] = floatValues[0];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[1 + 1 * 4] = floatValues[1]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1 + 1 * 4] = floatValues[1];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[1 + 2 * 4] = floatValues[2]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1 + 2 * 4] = floatValues[2];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[1 + 3 * 4] = floatValues[3]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1 + 3 * 4] = floatValues[3];
std::getline(f, tempLine); std::getline(f, tempLine);
b = tempLine.cbegin(); b = tempLine.cbegin();
@ -518,10 +518,10 @@ namespace ZL
b = match.suffix().first; b = match.suffix().first;
} }
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[2] = floatValues[0]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2] = floatValues[0];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[2 + 1 * 4] = floatValues[1]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2 + 1 * 4] = floatValues[1];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[2 + 2 * 4] = floatValues[2]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2 + 2 * 4] = floatValues[2];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[2 + 3 * 4] = floatValues[3]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2 + 3 * 4] = floatValues[3];
std::getline(f, tempLine); std::getline(f, tempLine);
@ -533,10 +533,10 @@ namespace ZL
b = match.suffix().first; b = match.suffix().first;
} }
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[3] = floatValues[0]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[3] = floatValues[0];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[3 + 1 * 4] = floatValues[1]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[3 + 1 * 4] = floatValues[1];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[3 + 2 * 4] = floatValues[2]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[3 + 2 * 4] = floatValues[2];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[3 + 3 * 4] = floatValues[3]; animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[3 + 3 * 4] = floatValues[3];
//std::getline(f, tempLine);// ignore last matrix line //std::getline(f, tempLine);// ignore last matrix line
@ -602,79 +602,88 @@ namespace ZL
for (int i = 0; i < currentBones.size(); i++) for (int i = 0; i < currentBones.size(); i++)
{ {
currentBones[i].boneStartWorld(0) = oneFrameBones[i].boneStartWorld(0) + t * (nextFrameBones[i].boneStartWorld(0) - oneFrameBones[i].boneStartWorld(0)); currentBones[i].boneStartWorld.v[0] = oneFrameBones[i].boneStartWorld.v[0] + t * (nextFrameBones[i].boneStartWorld.v[0] - oneFrameBones[i].boneStartWorld.v[0]);
currentBones[i].boneStartWorld(1) = oneFrameBones[i].boneStartWorld(1) + t * (nextFrameBones[i].boneStartWorld(1) - oneFrameBones[i].boneStartWorld(1)); currentBones[i].boneStartWorld.v[1] = oneFrameBones[i].boneStartWorld.v[1] + t * (nextFrameBones[i].boneStartWorld.v[1] - oneFrameBones[i].boneStartWorld.v[1]);
currentBones[i].boneStartWorld(2) = oneFrameBones[i].boneStartWorld(2) + t * (nextFrameBones[i].boneStartWorld(2) - oneFrameBones[i].boneStartWorld(2)); currentBones[i].boneStartWorld.v[2] = oneFrameBones[i].boneStartWorld.v[2] + t * (nextFrameBones[i].boneStartWorld.v[2] - oneFrameBones[i].boneStartWorld.v[2]);
Matrix3f oneFrameBonesMatrix; Matrix3f oneFrameBonesMatrix;
oneFrameBonesMatrix = oneFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0); oneFrameBonesMatrix.m[0] = oneFrameBones[i].boneMatrixWorld.m[0];
/* oneFrameBonesMatrix.m[1] = oneFrameBones[i].boneMatrixWorld.m[1];
oneFrameBonesMatrix.data()[0] = oneFrameBones[i].boneMatrixWorld.m[0]; oneFrameBonesMatrix.m[2] = oneFrameBones[i].boneMatrixWorld.m[2];
oneFrameBonesMatrix.data()[1] = oneFrameBones[i].boneMatrixWorld.m[1];
oneFrameBonesMatrix.data()[2] = oneFrameBones[i].boneMatrixWorld.m[2];
oneFrameBonesMatrix.data()[3] = oneFrameBones[i].boneMatrixWorld.m[0 + 1*4]; oneFrameBonesMatrix.m[3] = oneFrameBones[i].boneMatrixWorld.m[0 + 1*4];
oneFrameBonesMatrix.data()[4] = oneFrameBones[i].boneMatrixWorld.m[1 + 1*4]; oneFrameBonesMatrix.m[4] = oneFrameBones[i].boneMatrixWorld.m[1 + 1*4];
oneFrameBonesMatrix.data()[5] = oneFrameBones[i].boneMatrixWorld.m[2 + 1*4]; oneFrameBonesMatrix.m[5] = oneFrameBones[i].boneMatrixWorld.m[2 + 1*4];
oneFrameBonesMatrix.data()[6] = oneFrameBones[i].boneMatrixWorld.m[0 + 2*4]; oneFrameBonesMatrix.m[6] = oneFrameBones[i].boneMatrixWorld.m[0 + 2*4];
oneFrameBonesMatrix.data()[7] = oneFrameBones[i].boneMatrixWorld.m[1 + 2*4]; oneFrameBonesMatrix.m[7] = oneFrameBones[i].boneMatrixWorld.m[1 + 2*4];
oneFrameBonesMatrix.data()[8] = oneFrameBones[i].boneMatrixWorld.m[2 + 2*4]; oneFrameBonesMatrix.m[8] = oneFrameBones[i].boneMatrixWorld.m[2 + 2*4];
*/
Matrix3f nextFrameBonesMatrix; Matrix3f nextFrameBonesMatrix;
nextFrameBonesMatrix = nextFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0); nextFrameBonesMatrix.m[0] = nextFrameBones[i].boneMatrixWorld.m[0];
/* nextFrameBonesMatrix.m[1] = nextFrameBones[i].boneMatrixWorld.m[1];
nextFrameBonesMatrix.data()[0] = nextFrameBones[i].boneMatrixWorld.m[0]; nextFrameBonesMatrix.m[2] = nextFrameBones[i].boneMatrixWorld.m[2];
nextFrameBonesMatrix.data()[1] = nextFrameBones[i].boneMatrixWorld.m[1];
nextFrameBonesMatrix.data()[2] = nextFrameBones[i].boneMatrixWorld.m[2];
nextFrameBonesMatrix.data()[3] = nextFrameBones[i].boneMatrixWorld.m[0 + 1 * 4]; nextFrameBonesMatrix.m[3] = nextFrameBones[i].boneMatrixWorld.m[0 + 1 * 4];
nextFrameBonesMatrix.data()[4] = nextFrameBones[i].boneMatrixWorld.m[1 + 1 * 4]; nextFrameBonesMatrix.m[4] = nextFrameBones[i].boneMatrixWorld.m[1 + 1 * 4];
nextFrameBonesMatrix.data()[5] = nextFrameBones[i].boneMatrixWorld.m[2 + 1 * 4]; nextFrameBonesMatrix.m[5] = nextFrameBones[i].boneMatrixWorld.m[2 + 1 * 4];
nextFrameBonesMatrix.data()[6] = nextFrameBones[i].boneMatrixWorld.m[0 + 2 * 4]; nextFrameBonesMatrix.m[6] = nextFrameBones[i].boneMatrixWorld.m[0 + 2 * 4];
nextFrameBonesMatrix.data()[7] = nextFrameBones[i].boneMatrixWorld.m[1 + 2 * 4]; nextFrameBonesMatrix.m[7] = nextFrameBones[i].boneMatrixWorld.m[1 + 2 * 4];
nextFrameBonesMatrix.data()[8] = nextFrameBones[i].boneMatrixWorld.m[2 + 2 * 4]; nextFrameBonesMatrix.m[8] = nextFrameBones[i].boneMatrixWorld.m[2 + 2 * 4];
*/
Eigen::Quaternionf q1 = Eigen::Quaternionf(oneFrameBonesMatrix).normalized();
Eigen::Quaternionf q2 = Eigen::Quaternionf(nextFrameBonesMatrix).normalized();
Eigen::Quaternionf q1_norm = q1.normalized();
Eigen::Quaternionf q2_norm = q2.normalized();
Eigen::Quaternionf result = q1_norm.slerp(t, q2_norm); Vector4f q1 = MatrixToQuat(oneFrameBonesMatrix);
Vector4f q2 = MatrixToQuat(nextFrameBonesMatrix);
Vector4f q1_norm = q1.normalized();
Vector4f q2_norm = q2.normalized();
Matrix3f boneMatrixWorld3 = result.toRotationMatrix(); Vector4f result = slerp(q1_norm, q2_norm, t);
currentBones[i].boneMatrixWorld = Eigen::Matrix4f::Identity(); Matrix3f boneMatrixWorld3 = QuatToMatrix(result);
// Копируем 3x3 матрицу в верхний левый угол currentBones[i].boneMatrixWorld = MakeMatrix4x4(boneMatrixWorld3, currentBones[i].boneStartWorld);
currentBones[i].boneMatrixWorld.block<3, 3>(0, 0) = boneMatrixWorld3;
// Копируем позицию в последний столбец (первые 3 элемента)
currentBones[i].boneMatrixWorld.block<3, 1>(0, 3) = currentBones[i].boneStartWorld;
Matrix4f currentBoneMatrixWorld4 = currentBones[i].boneMatrixWorld; Matrix4f currentBoneMatrixWorld4 = currentBones[i].boneMatrixWorld;
Matrix4f startBoneMatrixWorld4 = animations[0].keyFrames[0].bones[i].boneMatrixWorld; Matrix4f startBoneMatrixWorld4 = animations[0].keyFrames[0].bones[i].boneMatrixWorld;
Matrix4f inverstedStartBoneMatrixWorld4 = startBoneMatrixWorld4.inverse(); Matrix4f inverstedStartBoneMatrixWorld4 = InverseMatrix(startBoneMatrixWorld4);
skinningMatrixForEachBone[i] = currentBoneMatrixWorld4 * inverstedStartBoneMatrixWorld4; skinningMatrixForEachBone[i] = MultMatrixMatrix(currentBoneMatrixWorld4, inverstedStartBoneMatrixWorld4);
} }
/*
for (int i = 0; i < currentBones.size(); i++)
{
currentBones[i].boneStartWorld = oneFrameBones[i].boneStartWorld;
currentBones[i].boneMatrixWorld = oneFrameBones[i].boneMatrixWorld;
//Matrix4f currentBoneMatrixWorld4 = MakeMatrix4x4(currentBones[i].boneMatrixWorld, currentBones[i].boneStartWorld);
//Matrix4f startBoneMatrixWorld4 = MakeMatrix4x4(animations[0].keyFrames[0].bones[i].boneMatrixWorld, animations[0].keyFrames[0].bones[i].boneStartWorld);
Matrix4f currentBoneMatrixWorld4 = currentBones[i].boneMatrixWorld;
Matrix4f startBoneMatrixWorld4 = animations[0].keyFrames[0].bones[i].boneMatrixWorld;
Matrix4f inverstedStartBoneMatrixWorld4 = InverseMatrix(startBoneMatrixWorld4);
skinningMatrixForEachBone[i] = MultMatrixMatrix(currentBoneMatrixWorld4, inverstedStartBoneMatrixWorld4);
if (i == 10)
{
std::cout << i << std::endl;
}
}*/
for (int i = 0; i < mesh.PositionData.size(); i++) for (int i = 0; i < mesh.PositionData.size(); i++)
{ {
Vector4f originalPos = { Vector4f originalPos = {
startMesh.PositionData[i](0), startMesh.PositionData[i].v[0],
startMesh.PositionData[i](1), startMesh.PositionData[i].v[1],
startMesh.PositionData[i](2), 1.0}; startMesh.PositionData[i].v[2], 1.0};
Vector4f finalPos = Vector4f{0.f, 0.f, 0.f, 0.f}; Vector4f finalPos = Vector4f{0.f, 0.f, 0.f, 0.f};
bool vMoved = false; bool vMoved = false;
//Vector3f finalPos = Vector3f{ 0.f, 0.f, 0.f };
for (int j = 0; j < MAX_BONE_COUNT; j++) for (int j = 0; j < MAX_BONE_COUNT; j++)
{ {
@ -682,11 +691,11 @@ namespace ZL
{ {
vMoved = true; vMoved = true;
//finalPos = finalPos + MultVectorMatrix(originalPos, skinningMatrixForEachBone[verticesBoneWeight[i][j].boneIndex]) * verticesBoneWeight[i][j].weight; //finalPos = finalPos + MultVectorMatrix(originalPos, skinningMatrixForEachBone[verticesBoneWeight[i][j].boneIndex]) * verticesBoneWeight[i][j].weight;
finalPos = finalPos + (skinningMatrixForEachBone[verticesBoneWeight[i][j].boneIndex] * originalPos) * verticesBoneWeight[i][j].weight; finalPos = finalPos + MultMatrixVector(skinningMatrixForEachBone[verticesBoneWeight[i][j].boneIndex], originalPos) * verticesBoneWeight[i][j].weight;
} }
} }
if (abs(finalPos(0) - originalPos(0)) > 1 || abs(finalPos(1) - originalPos(1)) > 1 || abs(finalPos(2) - originalPos(2)) > 1) if (abs(finalPos.v[0] - originalPos.v[0]) > 1 || abs(finalPos.v[1] - originalPos.v[1]) > 1 || abs(finalPos.v[2] - originalPos.v[2]) > 1)
{ {
} }
@ -696,9 +705,9 @@ namespace ZL
finalPos = originalPos; finalPos = originalPos;
} }
mesh.PositionData[i](0) = finalPos(0); mesh.PositionData[i].v[0] = finalPos.v[0];
mesh.PositionData[i](1) = finalPos(1); mesh.PositionData[i].v[1] = finalPos.v[1];
mesh.PositionData[i](2) = finalPos(2); mesh.PositionData[i].v[2] = finalPos.v[2];
} }

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@ -1,4 +1,5 @@
#pragma once #pragma once
#include "utils/ZLMath.h"
#include "render/Renderer.h" #include "render/Renderer.h"
#include <unordered_map> #include <unordered_map>

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@ -23,15 +23,15 @@ bool Environment::showMouse = false;
bool Environment::exitGameLoop = false; bool Environment::exitGameLoop = false;
Eigen::Matrix3f Environment::shipMatrix = Eigen::Matrix3f::Identity(); Matrix3f Environment::shipMatrix = Matrix3f::Identity();
Eigen::Matrix3f Environment::inverseShipMatrix = Eigen::Matrix3f::Identity(); Matrix3f Environment::inverseShipMatrix = Matrix3f::Identity();
bool Environment::tapDownHold = false; bool Environment::tapDownHold = false;
Eigen::Vector2f Environment::tapDownStartPos = { 0, 0 }; Vector2f Environment::tapDownStartPos = { 0, 0 };
Eigen::Vector2f Environment::tapDownCurrentPos = { 0, 0 }; Vector2f Environment::tapDownCurrentPos = { 0, 0 };
Eigen::Vector3f Environment::shipPosition = {0,0,45000.f}; Vector3f Environment::shipPosition = {0,0,45000.f};
float Environment::shipVelocity = 0.f; float Environment::shipVelocity = 0.f;

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@ -1,9 +1,9 @@
#pragma once #pragma once
#include "utils/ZLMath.h"
#ifdef __linux__ #ifdef __linux__
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#endif #endif
#include "render/OpenGlExtensions.h" #include "render/OpenGlExtensions.h"
#include <Eigen/Dense>
namespace ZL { namespace ZL {
@ -21,8 +21,8 @@ public:
static bool settings_inverseVertical; static bool settings_inverseVertical;
static Eigen::Matrix3f shipMatrix; static Matrix3f shipMatrix;
static Eigen::Matrix3f inverseShipMatrix; static Matrix3f inverseShipMatrix;
static SDL_Window* window; static SDL_Window* window;
@ -31,10 +31,10 @@ public:
static bool tapDownHold; static bool tapDownHold;
static Eigen::Vector2f tapDownStartPos; static Vector2f tapDownStartPos;
static Eigen::Vector2f tapDownCurrentPos; static Vector2f tapDownCurrentPos;
static Eigen::Vector3f shipPosition; static Vector3f shipPosition;
static float shipVelocity; static float shipVelocity;
static const float CONST_Z_NEAR; static const float CONST_Z_NEAR;

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@ -19,12 +19,12 @@ namespace ZL
Eigen::Quaternionf generateRandomQuaternion(std::mt19937& gen) Vector4f generateRandomQuaternion(std::mt19937& gen)
{ {
std::normal_distribution<> distrib(0.0, 1.0); std::normal_distribution<> distrib(0.0, 1.0);
Eigen::Quaternionf randomQuat = { Vector4f randomQuat = {
(float)distrib(gen), (float)distrib(gen),
(float)distrib(gen), (float)distrib(gen),
(float)distrib(gen), (float)distrib(gen),
@ -81,9 +81,9 @@ namespace ZL
if (accepted) if (accepted)
{ {
Eigen::Quaternionf randomQuat = generateRandomQuaternion(gen); Vector4f randomQuat = generateRandomQuaternion(gen);
Matrix3f randomMatrix = randomQuat.toRotationMatrix(); Matrix3f randomMatrix = QuatToMatrix(randomQuat);
boxCoordsArr.emplace_back(BoxCoords{ newPos, randomMatrix }); boxCoordsArr.emplace_back(BoxCoords{ newPos, randomMatrix });
generatedCount++; generatedCount++;
@ -92,6 +92,7 @@ namespace ZL
} }
if (!accepted) { if (!accepted) {
std::cerr << "Ïðåäóïðåæäåíèå: Íå óäàëîñü ñãåíåðèðîâàòü " << N << " îáúåêòîâ. Ñãåíåðèðîâàíî: " << generatedCount << std::endl;
break; break;
} }
} }
@ -205,7 +206,7 @@ namespace ZL
//Load texture //Load texture
spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/DefaultMaterial_BaseColor_shine.png", CONST_ZIP_FILE)); spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/DefaultMaterial_BaseColor_shine.png", CONST_ZIP_FILE));
spaceshipBase = LoadFromTextFile02("./resources/spaceship006.txt", CONST_ZIP_FILE); spaceshipBase = LoadFromTextFile02("./resources/spaceship006.txt", CONST_ZIP_FILE);
spaceshipBase.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(M_PI / 2.0, Eigen::Vector3f::UnitY())).toRotationMatrix());// QuatFromRotateAroundY(M_PI / 2.0).toRotationMatrix()); spaceshipBase.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundY(M_PI / 2.0)));
//spaceshipBase.Move(Vector3f{ -0.52998, -13, 0 }); //spaceshipBase.Move(Vector3f{ -0.52998, -13, 0 });
//spaceshipBase.Move(Vector3f{ -0.52998, -10, 10 }); //spaceshipBase.Move(Vector3f{ -0.52998, -10, 10 });
@ -555,26 +556,32 @@ namespace ZL
if (Environment::tapDownHold) { if (Environment::tapDownHold) {
float diffx = Environment::tapDownCurrentPos(0) - Environment::tapDownStartPos(0); float diffx = Environment::tapDownCurrentPos.v[0] - Environment::tapDownStartPos.v[0];
float diffy = Environment::tapDownCurrentPos(1) - Environment::tapDownStartPos(1); float diffy = Environment::tapDownCurrentPos.v[1] - Environment::tapDownStartPos.v[1];
if (abs(diffy) > 5.0 || abs(diffx) > 5.0) //threshold if (abs(diffy) > 5.0 || abs(diffx) > 5.0) //threshold
{ {
float rotationPower = sqrtf(diffx * diffx + diffy * diffy); float rotationPower = sqrtf(diffx * diffx + diffy * diffy);
float deltaAlpha = rotationPower * delta * static_cast<float>(M_PI) / 500000.f;
Eigen::Vector3f rotationDirection(diffy, diffx, 0.0f); //std::cout << rotationPower << std::endl;
rotationDirection.normalize(); // Eigen-way нормализация
// Создаем кватернион через AngleAxis float deltaAlpha = rotationPower * delta * M_PI / 500000.f;
// Конструктор принимает (угол_в_радианах, ось_вращения)
Eigen::Quaternionf rotateQuat(Eigen::AngleAxisf(deltaAlpha, rotationDirection));
Matrix3f rotateMat = rotateQuat.toRotationMatrix(); Vector3f rotationDirection = { diffy, diffx, 0 };
Environment::shipMatrix = Environment::shipMatrix * rotateMat; rotationDirection = rotationDirection.normalized();
Environment::inverseShipMatrix = Environment::shipMatrix.inverse();
Vector4f rotateQuat = {
rotationDirection.v[0] * sin(deltaAlpha * 0.5f),
rotationDirection.v[1] * sin(deltaAlpha * 0.5f),
rotationDirection.v[2] * sin(deltaAlpha * 0.5f),
cos(deltaAlpha * 0.5f) };
Matrix3f rotateMat = QuatToMatrix(rotateQuat);
Environment::shipMatrix = MultMatrixMatrix(Environment::shipMatrix, rotateMat);
Environment::inverseShipMatrix = InverseMatrix(Environment::shipMatrix);
} }
} }
@ -582,7 +589,7 @@ namespace ZL
if (fabs(Environment::shipVelocity) > 0.01f) if (fabs(Environment::shipVelocity) > 0.01f)
{ {
Vector3f velocityDirection = { 0,0, -Environment::shipVelocity * delta / 1000.f }; Vector3f velocityDirection = { 0,0, -Environment::shipVelocity * delta / 1000.f };
Vector3f velocityDirectionAdjusted = Environment::shipMatrix * velocityDirection; Vector3f velocityDirectionAdjusted = MultMatrixVector(Environment::shipMatrix, velocityDirection);
Environment::shipPosition = Environment::shipPosition + velocityDirectionAdjusted; Environment::shipPosition = Environment::shipPosition + velocityDirectionAdjusted;
} }
@ -597,7 +604,7 @@ namespace ZL
if (p && p->isActive()) { if (p && p->isActive()) {
Vector3f worldPos = p->getPosition(); Vector3f worldPos = p->getPosition();
Vector3f rel = worldPos - Environment::shipPosition; Vector3f rel = worldPos - Environment::shipPosition;
Vector3f camPos = Environment::inverseShipMatrix * rel; Vector3f camPos = MultMatrixVector(Environment::inverseShipMatrix, rel);
projCameraPoints.push_back(camPos); projCameraPoints.push_back(camPos);
} }
} }
@ -636,10 +643,10 @@ namespace ZL
const float size = 0.5f; const float size = 0.5f;
Vector3f localForward = { 0,0,-1 }; Vector3f localForward = { 0,0,-1 };
Vector3f worldForward = (Environment::shipMatrix * localForward).normalized(); Vector3f worldForward = MultMatrixVector(Environment::shipMatrix, localForward).normalized();
for (const auto& lo : localOffsets) { for (const auto& lo : localOffsets) {
Vector3f worldPos = Environment::shipPosition + Environment::shipMatrix * lo; Vector3f worldPos = Environment::shipPosition + MultMatrixVector(Environment::shipMatrix, lo);
Vector3f worldVel = worldForward * projectileSpeed; Vector3f worldVel = worldForward * projectileSpeed;
for (auto& p : projectiles) { for (auto& p : projectiles) {
@ -670,6 +677,8 @@ namespace ZL
Environment::exitGameLoop = true; Environment::exitGameLoop = true;
} }
else if (event.type == SDL_MOUSEBUTTONDOWN) { else if (event.type == SDL_MOUSEBUTTONDOWN) {
// 1. Îáðàáîòêà íàæàòèÿ êíîïêè ìûøè
int mx = event.button.x; int mx = event.button.x;
int my = event.button.y; int my = event.button.y;
int uiX = mx; int uiX = mx;
@ -700,16 +709,16 @@ namespace ZL
if (!uiManager.isUiInteraction()) { if (!uiManager.isUiInteraction()) {
Environment::tapDownHold = true; Environment::tapDownHold = true;
// Êîîðäèíàòû íà÷àëüíîãî íàæàòèÿ
Environment::tapDownStartPos(0) = mx; Environment::tapDownStartPos.v[0] = mx;
Environment::tapDownStartPos(1) = my; Environment::tapDownStartPos.v[1] = my;
// Íà÷àëüíàÿ ïîçèöèÿ òàêæå ñòàíîâèòñÿ òåêóùåé
Environment::tapDownCurrentPos(0) = mx; Environment::tapDownCurrentPos.v[0] = mx;
Environment::tapDownCurrentPos(1) = my; Environment::tapDownCurrentPos.v[1] = my;
} }
} }
else if (event.type == SDL_MOUSEBUTTONUP) { else if (event.type == SDL_MOUSEBUTTONUP) {
// 2. Îáðàáîòêà îòïóñêàíèÿ êíîïêè ìûøè
int mx = event.button.x; int mx = event.button.x;
int my = event.button.y; int my = event.button.y;
int uiX = mx; int uiX = mx;
@ -722,7 +731,7 @@ namespace ZL
} }
} }
else if (event.type == SDL_MOUSEMOTION) { else if (event.type == SDL_MOUSEMOTION) {
// 3. Îáðàáîòêà ïåðåìåùåíèÿ ìûøè
int mx = event.motion.x; int mx = event.motion.x;
int my = event.motion.y; int my = event.motion.y;
int uiX = mx; int uiX = mx;
@ -731,8 +740,8 @@ namespace ZL
uiManager.onMouseMove(uiX, uiY); uiManager.onMouseMove(uiX, uiY);
if (Environment::tapDownHold && !uiManager.isUiInteraction()) { if (Environment::tapDownHold && !uiManager.isUiInteraction()) {
Environment::tapDownCurrentPos(0) = mx; Environment::tapDownCurrentPos.v[0] = mx;
Environment::tapDownCurrentPos(1) = my; Environment::tapDownCurrentPos.v[1] = my;
} }
} }
else if (event.type == SDL_MOUSEWHEEL) { else if (event.type == SDL_MOUSEWHEEL) {

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@ -46,13 +46,13 @@ namespace ZL {
mesh.data.PositionData.clear(); mesh.data.PositionData.clear();
mesh.data.TexCoordData.clear(); mesh.data.TexCoordData.clear();
mesh.data.PositionData.push_back({ pos(0) - half, pos(1) - half, pos(2) }); mesh.data.PositionData.push_back({ pos.v[0] - half, pos.v[1] - half, pos.v[2] });
mesh.data.PositionData.push_back({ pos(0) - half, pos(1) + half, pos(2) }); mesh.data.PositionData.push_back({ pos.v[0] - half, pos.v[1] + half, pos.v[2] });
mesh.data.PositionData.push_back({ pos(0) + half, pos(1) + half, pos(2) }); mesh.data.PositionData.push_back({ pos.v[0] + half, pos.v[1] + half, pos.v[2] });
mesh.data.PositionData.push_back({ pos(0) - half, pos(1) - half, pos(2) }); mesh.data.PositionData.push_back({ pos.v[0] - half, pos.v[1] - half, pos.v[2] });
mesh.data.PositionData.push_back({ pos(0) + half, pos(1) + half, pos(2) }); mesh.data.PositionData.push_back({ pos.v[0] + half, pos.v[1] + half, pos.v[2] });
mesh.data.PositionData.push_back({ pos(0) + half, pos(1) - half, pos(2) }); mesh.data.PositionData.push_back({ pos.v[0] + half, pos.v[1] - half, pos.v[2] });
mesh.data.TexCoordData.push_back({ 0.0f, 0.0f }); mesh.data.TexCoordData.push_back({ 0.0f, 0.0f });
mesh.data.TexCoordData.push_back({ 0.0f, 1.0f }); mesh.data.TexCoordData.push_back({ 0.0f, 1.0f });

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@ -1,5 +1,6 @@
#pragma once #pragma once
#include "utils/ZLMath.h"
#include "render/Renderer.h" #include "render/Renderer.h"
#include "render/TextureManager.h" #include "render/TextureManager.h"
#include <memory> #include <memory>

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@ -69,7 +69,7 @@ namespace ZL {
for (const auto& particle : particles) { for (const auto& particle : particles) {
if (particle.active) { if (particle.active) {
sortedParticles.push_back({ &particle, particle.position(2) }); sortedParticles.push_back({ &particle, particle.position.v[2] });
} }
} }
@ -83,22 +83,22 @@ namespace ZL {
Vector3f pos = particle.position; Vector3f pos = particle.position;
float size = particleSize * particle.scale; float size = particleSize * particle.scale;
drawPositions.push_back({ pos(0) - size, pos(1) - size, pos(2) }); drawPositions.push_back({ pos.v[0] - size, pos.v[1] - size, pos.v[2] });
drawTexCoords.push_back({ 0.0f, 0.0f }); drawTexCoords.push_back({ 0.0f, 0.0f });
drawPositions.push_back({ pos(0) - size, pos(1) + size, pos(2) }); drawPositions.push_back({ pos.v[0] - size, pos.v[1] + size, pos.v[2] });
drawTexCoords.push_back({ 0.0f, 1.0f }); drawTexCoords.push_back({ 0.0f, 1.0f });
drawPositions.push_back({ pos(0) + size, pos(1) + size, pos(2) }); drawPositions.push_back({ pos.v[0] + size, pos.v[1] + size, pos.v[2] });
drawTexCoords.push_back({ 1.0f, 1.0f }); drawTexCoords.push_back({ 1.0f, 1.0f });
drawPositions.push_back({ pos(0) - size, pos(1) - size, pos(2) }); drawPositions.push_back({ pos.v[0] - size, pos.v[1] - size, pos.v[2] });
drawTexCoords.push_back({ 0.0f, 0.0f }); drawTexCoords.push_back({ 0.0f, 0.0f });
drawPositions.push_back({ pos(0) + size, pos(1) + size, pos(2) }); drawPositions.push_back({ pos.v[0] + size, pos.v[1] + size, pos.v[2] });
drawTexCoords.push_back({ 1.0f, 1.0f }); drawTexCoords.push_back({ 1.0f, 1.0f });
drawPositions.push_back({ pos(0) + size, pos(1) - size, pos(2) }); drawPositions.push_back({ pos.v[0] + size, pos.v[1] - size, pos.v[2] });
drawTexCoords.push_back({ 1.0f, 0.0f }); drawTexCoords.push_back({ 1.0f, 0.0f });
} }
@ -182,9 +182,9 @@ namespace ZL {
Vector3f oldPosition = particle.position; Vector3f oldPosition = particle.position;
float oldScale = particle.scale; float oldScale = particle.scale;
particle.position(0) += particle.velocity(0) * deltaTimeMs / 1000.0f; particle.position.v[0] += particle.velocity.v[0] * deltaTimeMs / 1000.0f;
particle.position(1) += particle.velocity(1) * deltaTimeMs / 1000.0f; particle.position.v[1] += particle.velocity.v[1] * deltaTimeMs / 1000.0f;
particle.position(2) += particle.velocity(2) * deltaTimeMs / 1000.0f; particle.position.v[2] += particle.velocity.v[2] * deltaTimeMs / 1000.0f;
particle.lifeTime += deltaTimeMs; particle.lifeTime += deltaTimeMs;
@ -196,9 +196,9 @@ namespace ZL {
float lifeRatio = particle.lifeTime / particle.maxLifeTime; float lifeRatio = particle.lifeTime / particle.maxLifeTime;
particle.scale = 1.0f - lifeRatio * 0.8f; particle.scale = 1.0f - lifeRatio * 0.8f;
if (oldPosition(0) != particle.position(0) || if (oldPosition.v[0] != particle.position.v[0] ||
oldPosition(1) != particle.position(1) || oldPosition.v[1] != particle.position.v[1] ||
oldPosition(2) != particle.position(2) || oldPosition.v[2] != particle.position.v[2] ||
oldScale != particle.scale) { oldScale != particle.scale) {
anyChanged = true; anyChanged = true;
} }
@ -404,8 +404,8 @@ namespace ZL {
for (int k = 0; k < count; ++k) { for (int k = 0; k < count; ++k) {
Vector3f randomPoint{ dx(gen), dy(gen), dz(gen) }; Vector3f randomPoint{ dx(gen), dy(gen), dz(gen) };
points.push_back(randomPoint); points.push_back(randomPoint);
std::cout << "Random point " << k + 1 << ": [" << randomPoint(0) std::cout << "Random point " << k + 1 << ": [" << randomPoint.v[0]
<< ", " << randomPoint(1) << ", " << randomPoint(2) << "]" << std::endl; << ", " << randomPoint.v[1] << ", " << randomPoint.v[2] << "]" << std::endl;
} }
} }
} }

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@ -1,5 +1,6 @@
#pragma once #pragma once
#include "utils/ZLMath.h"
#include "render/Renderer.h" #include "render/Renderer.h"
#include "render/TextureManager.h" #include "render/TextureManager.h"
#include <vector> #include <vector>

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@ -211,9 +211,15 @@ namespace ZL
for (int i = 0; i < result.PositionData.size(); i++) for (int i = 0; i < result.PositionData.size(); i++)
{ {
Vector3f tempVec = result.PositionData[i]; Vector3f tempVec = result.PositionData[i];
result.PositionData[i](0) = tempVec(1); result.PositionData[i].v[0] = tempVec.v[1];
result.PositionData[i](1) = tempVec(2); result.PositionData[i].v[1] = tempVec.v[2];
result.PositionData[i](2) = tempVec(0); result.PositionData[i].v[2] = tempVec.v[0];
/*
tempVec = result.NormalData[i];
result.NormalData[i].v[0] = tempVec.v[1];
result.NormalData[i].v[1] = tempVec.v[2];
result.NormalData[i].v[2] = tempVec.v[0];*/
} }
@ -363,14 +369,14 @@ namespace ZL
for (size_t i = 0; i < result.PositionData.size(); i++) for (size_t i = 0; i < result.PositionData.size(); i++)
{ {
Vector3f originalPos = result.PositionData[i]; Vector3f originalPos = result.PositionData[i];
result.PositionData[i](0) = originalPos(1); // New X = Old Y result.PositionData[i].v[0] = originalPos.v[1]; // New X = Old Y
result.PositionData[i](1) = originalPos(2); // New Y = Old Z result.PositionData[i].v[1] = originalPos.v[2]; // New Y = Old Z
result.PositionData[i](2) = originalPos(0); // New Z = Old X result.PositionData[i].v[2] = originalPos.v[0]; // New Z = Old X
Vector3f originalNorm = result.NormalData[i]; Vector3f originalNorm = result.NormalData[i];
result.NormalData[i](0) = originalNorm(1); result.NormalData[i].v[0] = originalNorm.v[1];
result.NormalData[i](1) = originalNorm(2); result.NormalData[i].v[1] = originalNorm.v[2];
result.NormalData[i](2) = originalNorm(0); result.NormalData[i].v[2] = originalNorm.v[0];
} }
std::cout << "Model loaded: " << numberVertices << " verts, " << numberTriangles << " tris." << std::endl; std::cout << "Model loaded: " << numberVertices << " verts, " << numberTriangles << " tris." << std::endl;

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@ -1,5 +1,6 @@
#pragma once #pragma once
#include "utils/ZLMath.h"
#include "render/Renderer.h" #include "render/Renderer.h"
#include <unordered_map> #include <unordered_map>

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@ -169,7 +169,7 @@ namespace ZL {
std::vector<int> PlanetData::getTrianglesUnderCameraNew2(const Vector3f& viewerPosition) { std::vector<int> PlanetData::getTrianglesUnderCameraNew2(const Vector3f& viewerPosition) {
const LodLevel& finalLod = planetMeshLods[currentLod]; const LodLevel& finalLod = planetMeshLods[currentLod];
Vector3f shipLocal = viewerPosition - PLANET_CENTER_OFFSET; Vector3f shipLocal = viewerPosition - PLANET_CENTER_OFFSET;
float currentDist = shipLocal.norm(); float currentDist = shipLocal.length();
Vector3f targetDir = shipLocal.normalized(); Vector3f targetDir = shipLocal.normalized();
// Æåëàåìûé ðàäèóñ ïîêðûòèÿ íà ïîâåðõíîñòè ïëàíåòû (â ìåòðàõ/åäèíèöàõ äâèæêà) // Æåëàåìûé ðàäèóñ ïîêðûòèÿ íà ïîâåðõíîñòè ïëàíåòû (â ìåòðàõ/åäèíèöàõ äâèæêà)
@ -318,9 +318,9 @@ namespace ZL {
// Èñïîëüçóåì îäèí øóì äëÿ âûáîðà ìåæäó ðîçîâûì è æåëòûì // Èñïîëüçóåì îäèí øóì äëÿ âûáîðà ìåæäó ðîçîâûì è æåëòûì
Vector3f dir = t.data[i].normalized(); Vector3f dir = t.data[i].normalized();
float blendFactor = colorPerlin.noise( float blendFactor = colorPerlin.noise(
dir(0) * colorFrequency, dir.v[0] * colorFrequency,
dir(1) * colorFrequency, dir.v[1] * colorFrequency,
dir(2) * colorFrequency dir.v[2] * colorFrequency
); );
// Ïðèâîäèì øóì èç äèàïàçîíà [-1, 1] â [0, 1] // Ïðèâîäèì øóì èç äèàïàçîíà [-1, 1] â [0, 1]
@ -328,8 +328,9 @@ namespace ZL {
// Ëèíåéíàÿ èíòåðïîëÿöèÿ ìåæäó äâóìÿ öâåòàìè // Ëèíåéíàÿ èíòåðïîëÿöèÿ ìåæäó äâóìÿ öâåòàìè
Vector3f finalColor; Vector3f finalColor;
finalColor.v[0] = colorPinkish.v[0] + blendFactor * (colorYellowish.v[0] - colorPinkish.v[0]);
finalColor = colorPinkish + blendFactor * (colorYellowish - colorPinkish); finalColor.v[1] = colorPinkish.v[1] + blendFactor * (colorYellowish.v[1] - colorPinkish.v[1]);
finalColor.v[2] = colorPinkish.v[2] + blendFactor * (colorYellowish.v[2] - colorPinkish.v[2]);
lod.vertexData.ColorData.push_back(finalColor); lod.vertexData.ColorData.push_back(finalColor);
} }
@ -367,9 +368,9 @@ namespace ZL {
// Ãåíåðèðóåì ID äëÿ áàçîâûõ âåðøèí (ìîæíî èñïîëüçîâàòü èõ êîîðäèíàòû) // Ãåíåðèðóåì ID äëÿ áàçîâûõ âåðøèí (ìîæíî èñïîëüçîâàòü èõ êîîðäèíàòû)
for (int i = 0; i < 3; ++i) { for (int i = 0; i < 3; ++i) {
tri.ids[i] = std::to_string(tri.data[i](0)) + "_" + tri.ids[i] = std::to_string(tri.data[i].v[0]) + "_" +
std::to_string(tri.data[i](1)) + "_" + std::to_string(tri.data[i].v[1]) + "_" +
std::to_string(tri.data[i](2)); std::to_string(tri.data[i].v[2]);
} }
geometry.push_back(tri); geometry.push_back(tri);
} }

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@ -1,5 +1,6 @@
#pragma once #pragma once
#include "utils/ZLMath.h"
#include "utils/Perlin.h" #include "utils/Perlin.h"
#include "render/Renderer.h" #include "render/Renderer.h"
#include <vector> #include <vector>
@ -14,15 +15,6 @@ namespace ZL {
using VertexID = std::string; using VertexID = std::string;
using V2TMap = std::map<VertexID, std::vector<int>>; using V2TMap = std::map<VertexID, std::vector<int>>;
struct Vector3fComparator {
bool operator()(const Eigen::Vector3f& a, const Eigen::Vector3f& b) const {
// Ëåêñèêîãðàôè÷åñêîå ñðàâíåíèå (x, çàòåì y, çàòåì z)
if (a.x() != b.x()) return a.x() < b.x();
if (a.y() != b.y()) return a.y() < b.y();
return a.z() < b.z();
}
};
VertexID generateEdgeID(const VertexID& id1, const VertexID& id2); VertexID generateEdgeID(const VertexID& id1, const VertexID& id2);
constexpr static int MAX_LOD_LEVELS = 6; constexpr static int MAX_LOD_LEVELS = 6;
@ -90,7 +82,7 @@ namespace ZL {
int currentLod; // Ëîãè÷åñêèé òåêóùèé óðîâåíü äåòàëèçàöèè int currentLod; // Ëîãè÷åñêèé òåêóùèé óðîâåíü äåòàëèçàöèè
std::map<Vector3f, VertexID, Vector3fComparator> initialVertexMap; std::map<Vector3f, VertexID> initialVertexMap;
// Âíóòðåííèå ìåòîäû ãåíåðàöèè // Âíóòðåííèå ìåòîäû ãåíåðàöèè
std::vector<Triangle> subdivideTriangles(const std::vector<Triangle>& inputTriangles, float noiseCoeff); std::vector<Triangle> subdivideTriangles(const std::vector<Triangle>& inputTriangles, float noiseCoeff);

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@ -31,13 +31,19 @@ namespace ZL {
Matrix3f rot; Matrix3f rot;
// Столбец 0: Ось X // Столбец 0: Ось X
rot.col(0) = x_axis; rot.m[0] = x_axis.v[0];
rot.m[3] = x_axis.v[1];
rot.m[6] = x_axis.v[2];
// Столбец 1: Ось Y // Столбец 1: Ось Y
rot.col(1) = y_axis; rot.m[1] = y_axis.v[0];
rot.m[4] = y_axis.v[1];
rot.m[7] = y_axis.v[2];
// Столбец 2: Ось Z // Столбец 2: Ось Z
rot.col(2) = z_axis; rot.m[2] = z_axis.v[0];
rot.m[5] = z_axis.v[1];
rot.m[8] = z_axis.v[2];
return rot; return rot;
} }
@ -124,15 +130,15 @@ namespace ZL {
// 2. Трансформируем вершины в локальное пространство экрана, чтобы найти габариты // 2. Трансформируем вершины в локальное пространство экрана, чтобы найти габариты
// Используем MultMatrixVector(Matrix, Vector). // Используем MultMatrixVector(Matrix, Vector).
// Если ваша функция считает V * M, то передайте Inverse(mr). // Если ваша функция считает V * M, то передайте Inverse(mr).
Vector3f rA = mr * tr.data[0]; Vector3f rA = MultMatrixVector(mr, tr.data[0]);
Vector3f rB = mr * tr.data[1]; Vector3f rB = MultMatrixVector(mr, tr.data[1]);
Vector3f rC = mr * tr.data[2]; Vector3f rC = MultMatrixVector(mr, tr.data[2]);
// 3. Вычисляем реальные границы треугольника после поворота // 3. Вычисляем реальные границы треугольника после поворота
float minX = min(rA(0), min(rB(0), rC(0))); float minX = min(rA.v[0], min(rB.v[0], rC.v[0]));
float maxX = max(rA(0), max(rB(0), rC(0))); float maxX = max(rA.v[0], max(rB.v[0], rC.v[0]));
float minY = min(rA(1), min(rB(1), rC(1))); float minY = min(rA.v[1], min(rB.v[1], rC.v[1]));
float maxY = max(rA(1), max(rB(1), rC(1))); float maxY = max(rA.v[1], max(rB.v[1], rC.v[1]));
// Находим центр и размеры // Находим центр и размеры
@ -159,10 +165,10 @@ namespace ZL {
// Извлекаем нормаль треугольника (это 3-й столбец нашей матрицы вращения) // Извлекаем нормаль треугольника (это 3-й столбец нашей матрицы вращения)
Vector3f planeNormal = mr.col(2); Vector3f planeNormal = { mr.m[2], mr.m[5], mr.m[8] };
renderer.RenderUniform3fv("uPlanePoint", tr.data[0].data()); renderer.RenderUniform3fv("uPlanePoint", &tr.data[0].v[0]);
renderer.RenderUniform3fv("uPlaneNormal", planeNormal.data()); renderer.RenderUniform3fv("uPlaneNormal", &planeNormal.v[0]);
renderer.RenderUniform1f("uMaxHeight", StoneParams::BASE_SCALE * 1.1f); // Соответствует BASE_SCALE + perturbation renderer.RenderUniform1f("uMaxHeight", StoneParams::BASE_SCALE * 1.1f); // Соответствует BASE_SCALE + perturbation
@ -261,7 +267,7 @@ namespace ZL {
Matrix3f mr = GetRotationForTriangle(tr); // Та же матрица, что и при запекании Matrix3f mr = GetRotationForTriangle(tr); // Та же матрица, что и при запекании
// Позиция камеры (корабля) в мире // Позиция камеры (корабля) в мире
renderer.RenderUniform3fv("uViewPos", Environment::shipPosition.data()); renderer.RenderUniform3fv("uViewPos", &Environment::shipPosition.v[0]);
//renderer.RenderUniform1f("uHeightScale", 0.08f); //renderer.RenderUniform1f("uHeightScale", 0.08f);
renderer.RenderUniform1f("uHeightScale", 0.0f); renderer.RenderUniform1f("uHeightScale", 0.0f);
@ -329,7 +335,7 @@ namespace ZL {
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist); renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
renderer.RenderUniform1f("uCurrentZFar", currentZFar); renderer.RenderUniform1f("uCurrentZFar", currentZFar);
renderer.RenderUniform3fv("uViewPos", Environment::shipPosition.data()); renderer.RenderUniform3fv("uViewPos", &Environment::shipPosition.v[0]);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glCullFace(GL_BACK); glCullFace(GL_BACK);
@ -393,9 +399,9 @@ namespace ZL {
Vector3f color = { 0.0, 0.5, 1.0 }; Vector3f color = { 0.0, 0.5, 1.0 };
renderer.RenderUniform3fv("uColor", color.data()); renderer.RenderUniform3fv("uColor", &color.v[0]);
renderer.RenderUniformMatrix4fv("ModelViewMatrix", false, viewMatrix.data()); renderer.RenderUniformMatrix4fv("ModelViewMatrix", false, &viewMatrix.m[0]);
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist); renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);

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@ -1,5 +1,6 @@
#pragma once #pragma once
#include "utils/ZLMath.h"
#include "render/Renderer.h" #include "render/Renderer.h"
#include "render/TextureManager.h" #include "render/TextureManager.h"
#include <vector> #include <vector>

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@ -104,16 +104,16 @@ namespace ZL {
// Применяем масштабирование // Применяем масштабирование
for (Vector3f& v : initialVertices) { for (Vector3f& v : initialVertices) {
v(0) *= scaleFactors(0); v.v[0] *= scaleFactors.v[0];
v(1) *= scaleFactors(1); v.v[1] *= scaleFactors.v[1];
v(2) *= scaleFactors(2); v.v[2] *= scaleFactors.v[2];
} }
/* /*
// Случайный поворот (например, вокруг трех осей) // Случайный поворот (например, вокруг трех осей)
Vector4f qx = Eigen::Quaternionf(Eigen::AngleAxisf(getRandomFloat(engine, 0.0f, 360.0f), Eigen::Vector3f::UnitX()));//QuatFromRotateAroundX(getRandomFloat(engine, 0.0f, 360.0f)); Vector4f qx = QuatFromRotateAroundX(getRandomFloat(engine, 0.0f, 360.0f));
Vector4f qy = Eigen::Quaternionf(Eigen::AngleAxisf(getRandomFloat(engine, 0.0f, 360.0f), Eigen::Vector3f::UnitY()));//QuatFromRotateAroundY(getRandomFloat(engine, 0.0f, 360.0f)); Vector4f qy = QuatFromRotateAroundY(getRandomFloat(engine, 0.0f, 360.0f));
Vector4f qz = Eigen::Quaternionf(Eigen::AngleAxisf(getRandomFloat(engine, 0.0f, 360.0f), Eigen::Vector3f::UnitZ()));//QuatFromRotateAroundZ(getRandomFloat(engine, 0.0f, 360.0f)); Vector4f qz = QuatFromRotateAroundZ(getRandomFloat(engine, 0.0f, 360.0f));
Vector4f qFinal = slerp(qx, qy, 0.5f); // Простой пример комбинирования Vector4f qFinal = slerp(qx, qy, 0.5f); // Простой пример комбинирования
qFinal = slerp(qFinal, qz, 0.5f).normalized(); qFinal = slerp(qFinal, qz, 0.5f).normalized();
Matrix3f rotationMatrix = QuatToMatrix(qFinal); Matrix3f rotationMatrix = QuatToMatrix(qFinal);
@ -126,7 +126,7 @@ namespace ZL {
VertexDataStruct result; VertexDataStruct result;
// Карта для накопления нормалей по уникальным позициям вершин // Карта для накопления нормалей по уникальным позициям вершин
// (Требует определенного оператора < для Vector3f в ZLMath.h, который у вас есть) // (Требует определенного оператора < для Vector3f в ZLMath.h, который у вас есть)
std::map<Vector3f, Vector3f, Vector3fComparator> smoothNormalsMap; std::map<Vector3f, Vector3f> smoothNormalsMap;
// Предварительное заполнение карты нормалями // Предварительное заполнение карты нормалями
for (const auto& face : faces) { for (const auto& face : faces) {
@ -178,18 +178,18 @@ namespace ZL {
Vector3f vAxisRaw = vRaw - (uAxis * uProjLen); Vector3f vAxisRaw = vRaw - (uAxis * uProjLen);
// Длина оси V // Длина оси V
float vLen = vAxisRaw.norm(); float vLen = vAxisRaw.length();
// Нормализованная ось V // Нормализованная ось V
Vector3f vAxis = vAxisRaw.normalized(); Vector3f vAxis = vAxisRaw.normalized();
// Координаты (u, v) для p1, p2, p3 относительно p1 // Координаты (u, v) для p1, p2, p3 относительно p1
Vector2f uv1 = { 0.0f, 0.0f }; Vector2f uv1 = { 0.0f, 0.0f };
Vector2f uv2 = { (p2 - p1).norm(), 0.0f }; // p2-p1 вдоль оси U Vector2f uv2 = { (p2 - p1).length(), 0.0f }; // p2-p1 вдоль оси U
Vector2f uv3 = { uProjLen, vLen }; // p3-p1: u-компонента = uProjLen, v-компонента = vLen Vector2f uv3 = { uProjLen, vLen }; // p3-p1: u-компонента = uProjLen, v-компонента = vLen
// Находим максимальный размер, чтобы масштабировать в [0, 1] // Находим максимальный размер, чтобы масштабировать в [0, 1]
float maxUV = max(uv2(0), max(uv3(0), uv3(1))); float maxUV = max(uv2.v[0], max(uv3.v[0], uv3.v[1]));
if (maxUV > 0.000001f) { if (maxUV > 0.000001f) {
// Масштабируем: // Масштабируем:
@ -320,18 +320,18 @@ namespace ZL {
for (const auto& inst : allInstances[index]) { for (const auto& inst : allInstances[index]) {
Matrix3f rotMat = inst.rotation.toRotationMatrix(); Matrix3f rotMat = QuatToMatrix(inst.rotation);
for (size_t j = 0; j < baseStone.PositionData.size(); ++j) { for (size_t j = 0; j < baseStone.PositionData.size(); ++j) {
Vector3f p = baseStone.PositionData[j]; Vector3f p = baseStone.PositionData[j];
Vector3f n = baseStone.NormalData[j]; Vector3f n = baseStone.NormalData[j];
p(0) *= inst.scale(0) * scaleModifier; p.v[0] *= inst.scale.v[0] * scaleModifier;
p(1) *= inst.scale(1) * scaleModifier; p.v[1] *= inst.scale.v[1] * scaleModifier;
p(2) *= inst.scale(2) * scaleModifier; p.v[2] *= inst.scale.v[2] * scaleModifier;
result.data.PositionData.push_back(rotMat * p + inst.position); result.data.PositionData.push_back(MultMatrixVector(rotMat, p) + inst.position);
result.data.NormalData.push_back(rotMat * n); result.data.NormalData.push_back(MultMatrixVector(rotMat, n));
result.data.TexCoordData.push_back(baseStone.TexCoordData[j]); result.data.TexCoordData.push_back(baseStone.TexCoordData[j]);
} }

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@ -1,4 +1,5 @@
#pragma once #pragma once
#include "utils/ZLMath.h"
#include "render/Renderer.h" #include "render/Renderer.h"
#include "PlanetData.h" #include "PlanetData.h"
@ -19,7 +20,7 @@ namespace ZL {
uint64_t seed; uint64_t seed;
Vector3f position; Vector3f position;
Vector3f scale; Vector3f scale;
Eigen::Quaternionf rotation; Vector4f rotation;
}; };
struct StoneGroup { struct StoneGroup {

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@ -3,105 +3,6 @@
namespace ZL { namespace ZL {
Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar)
{
float depthRange = zFar - zNear;
if (depthRange <= 0)
{
throw std::runtime_error("zFar must be greater than zNear");
}
Matrix4f r;
r.data()[0] = 2.f / width;
r.data()[1] = 0;
r.data()[2] = 0;
r.data()[3] = 0;
r.data()[4] = 0;
r.data()[5] = 2.f / height;
r.data()[6] = 0;
r.data()[7] = 0;
r.data()[8] = 0;
r.data()[9] = 0;
r.data()[10] = -1 / depthRange;
r.data()[11] = 0;
r.data()[12] = -1;
r.data()[13] = -1;
r.data()[14] = zNear / depthRange;
r.data()[15] = 1;
return r;
}
Matrix4f MakeOrthoMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar)
{
float width = xmax - xmin;
float height = ymax - ymin;
float depthRange = zFar - zNear;
if (width <= 0 || height <= 0 || depthRange <= 0)
{
throw std::runtime_error("Invalid dimensions for orthogonal matrix");
}
Matrix4f r;
// Ìàñøòàáèðîâàíèå
r.data()[0] = 2.f / width;
r.data()[5] = 2.f / height;
r.data()[10] = -1.f / depthRange;
// Îáíóëåíèå íåèñïîëüçóåìûõ êîìïîíåíòîâ
r.data()[1] = r.data()[2] = r.data()[3] = 0;
r.data()[4] = r.data()[6] = r.data()[7] = 0;
r.data()[8] = r.data()[9] = r.data()[11] = 0;
// Òðàíñëÿöèÿ (ñìåùåíèå)
r.data()[12] = -(xmax + xmin) / width;
r.data()[13] = -(ymax + ymin) / height;
r.data()[14] = zNear / depthRange;
r.data()[15] = 1.f;
return r;
}
Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar)
{
float tanHalfFovy = tan(fovY / 2.f);
Matrix4f r;
if (zNear >= zFar || aspectRatio == 0)
{
throw std::runtime_error("Invalid perspective parameters");
}
r.data()[0] = 1.f / (aspectRatio * tanHalfFovy);
r.data()[1] = 0;
r.data()[2] = 0;
r.data()[3] = 0;
r.data()[4] = 0;
r.data()[5] = 1.f / (tanHalfFovy);
r.data()[6] = 0;
r.data()[7] = 0;
r.data()[8] = 0;
r.data()[9] = 0;
r.data()[10] = -(zFar + zNear) / (zFar - zNear);
r.data()[11] = -1;
r.data()[12] = 0;
r.data()[13] = 0;
r.data()[14] = -(2.f * zFar * zNear) / (zFar - zNear);
r.data()[15] = 0;
return r;
}
VBOHolder::VBOHolder() VBOHolder::VBOHolder()
{ {
glGenBuffers(1, &Buffer); glGenBuffers(1, &Buffer);
@ -149,10 +50,10 @@ namespace ZL {
Vector2f posTo = center + halfWidthHeight; Vector2f posTo = center + halfWidthHeight;
Vector3f pos1 = { posFrom(0), posFrom(1), zLevel }; Vector3f pos1 = { posFrom.v[0], posFrom.v[1], zLevel };
Vector3f pos2 = { posFrom(0), posTo(1), zLevel }; Vector3f pos2 = { posFrom.v[0], posTo.v[1], zLevel };
Vector3f pos3 = { posTo(0), posTo(1), zLevel }; Vector3f pos3 = { posTo.v[0], posTo.v[1], zLevel };
Vector3f pos4 = { posTo(0), posFrom(1), zLevel }; Vector3f pos4 = { posTo.v[0], posFrom.v[1], zLevel };
Vector2f texCoordPos1 = { 0.0f, 0.0f }; Vector2f texCoordPos1 = { 0.0f, 0.0f };
@ -185,16 +86,16 @@ namespace ZL {
Vector2f posTo = center + halfWidthHeight; Vector2f posTo = center + halfWidthHeight;
float sectionWidth = halfWidthHeight(0) * 2.f; float sectionWidth = halfWidthHeight.v[0] * 2.f;
VertexDataStruct result; VertexDataStruct result;
for (size_t i = 0; i < sectionCount; i++) for (size_t i = 0; i < sectionCount; i++)
{ {
Vector3f pos1 = { posFrom(0)+sectionWidth*i, posFrom(1), zLevel }; Vector3f pos1 = { posFrom.v[0]+sectionWidth*i, posFrom.v[1], zLevel };
Vector3f pos2 = { posFrom(0) + sectionWidth * i, posTo(1), zLevel }; Vector3f pos2 = { posFrom.v[0] + sectionWidth * i, posTo.v[1], zLevel };
Vector3f pos3 = { posTo(0) + sectionWidth * i, posTo(1), zLevel }; Vector3f pos3 = { posTo.v[0] + sectionWidth * i, posTo.v[1], zLevel };
Vector3f pos4 = { posTo(0) + sectionWidth * i, posFrom(1), zLevel }; Vector3f pos4 = { posTo.v[0] + sectionWidth * i, posFrom.v[1], zLevel };
result.PositionData.push_back(pos1); result.PositionData.push_back(pos1);
result.PositionData.push_back(pos2); result.PositionData.push_back(pos2);
@ -461,9 +362,9 @@ namespace ZL {
{ {
for (int i = 0; i < PositionData.size(); i++) for (int i = 0; i < PositionData.size(); i++)
{ {
auto value = PositionData[i](1); auto value = PositionData[i].v[1];
PositionData[i](1) = PositionData[i](2); PositionData[i].v[1] = PositionData[i].v[2];
PositionData[i](2) = value; PositionData[i].v[2] = value;
} }
} }
@ -473,22 +374,22 @@ namespace ZL {
for (int i = 0; i < PositionData.size(); i++) for (int i = 0; i < PositionData.size(); i++)
{ {
PositionData[i] = PositionData[i].transpose() * m; PositionData[i] = MultVectorMatrix(PositionData[i], m);
} }
for (int i = 0; i < NormalData.size(); i++) for (int i = 0; i < NormalData.size(); i++)
{ {
NormalData[i] = NormalData[i].transpose() * m; NormalData[i] = MultVectorMatrix(NormalData[i], m);
} }
for (int i = 0; i < TangentData.size(); i++) for (int i = 0; i < TangentData.size(); i++)
{ {
TangentData[i] = TangentData[i].transpose() * m; TangentData[i] = MultVectorMatrix(TangentData[i], m);
} }
for (int i = 0; i < BinormalData.size(); i++) for (int i = 0; i < BinormalData.size(); i++)
{ {
BinormalData[i] = BinormalData[i].transpose() * m; BinormalData[i] = MultVectorMatrix(BinormalData[i], m);
} }
} }
@ -592,11 +493,11 @@ namespace ZL {
static const std::string ProjectionModelViewMatrixName = "ProjectionModelViewMatrix"; static const std::string ProjectionModelViewMatrixName = "ProjectionModelViewMatrix";
RenderUniformMatrix4fv(ProjectionModelViewMatrixName, false, ProjectionModelViewMatrix.data()); RenderUniformMatrix4fv(ProjectionModelViewMatrixName, false, &ProjectionModelViewMatrix.m[0]);
static const std::string ModelViewMatrixName = "ModelViewMatrix"; static const std::string ModelViewMatrixName = "ModelViewMatrix";
RenderUniformMatrix4fv(ModelViewMatrixName, false, modelViewMatrix.data()); RenderUniformMatrix4fv(ModelViewMatrixName, false, &modelViewMatrix.m[0]);
} }
@ -632,9 +533,9 @@ namespace ZL {
{ {
Matrix4f m = Matrix4f::Identity(); Matrix4f m = Matrix4f::Identity();
m.data()[12] = p(0); m.m[12] = p.v[0];
m.data()[13] = p(1); m.m[13] = p.v[1];
m.data()[14] = p(2); m.m[14] = p.v[2];
m = ModelviewMatrixStack.top() * m; m = ModelviewMatrixStack.top() * m;
@ -652,9 +553,9 @@ namespace ZL {
void Renderer::ScaleMatrix(float scale) void Renderer::ScaleMatrix(float scale)
{ {
Matrix4f m = Matrix4f::Identity(); Matrix4f m = Matrix4f::Identity();
m.data()[0] = scale; m.m[0] = scale;
m.data()[5] = scale; m.m[5] = scale;
m.data()[10] = scale; m.m[10] = scale;
m = ModelviewMatrixStack.top() * m; m = ModelviewMatrixStack.top() * m;
@ -672,9 +573,9 @@ namespace ZL {
void Renderer::ScaleMatrix(const Vector3f& scale) void Renderer::ScaleMatrix(const Vector3f& scale)
{ {
Matrix4f m = Matrix4f::Identity(); Matrix4f m = Matrix4f::Identity();
m.data()[0] = scale(0); m.m[0] = scale.v[0];
m.data()[5] = scale(1); m.m[5] = scale.v[1];
m.data()[10] = scale(2); m.m[10] = scale.v[2];
m = ModelviewMatrixStack.top() * m; m = ModelviewMatrixStack.top() * m;
@ -689,26 +590,23 @@ namespace ZL {
SetMatrix(); SetMatrix();
} }
void Renderer::RotateMatrix(const Eigen::Quaternionf& q) void Renderer::RotateMatrix(const Vector4f& q)
{ {
Matrix3f m3 = q.toRotationMatrix(); Matrix3f m3 = QuatToMatrix(q);
Matrix4f m = Matrix4f::Identity(); Matrix4f m = Matrix4f::Identity();
m.m[0] = m3.m[0];
m.m[1] = m3.m[1];
m.m[2] = m3.m[2];
m.block<3, 3>(0, 0) = m3; m.m[4] = m3.m[3];
/* m.m[5] = m3.m[4];
m.m[0] = m3.data()[0]; m.m[6] = m3.m[5];
m.m[1] = m3.data()[1];
m.m[2] = m3.data()[2];
m.m[4] = m3.data()[3]; m.m[8] = m3.m[6];
m.m[5] = m3.data()[4]; m.m[9] = m3.m[7];
m.m[6] = m3.data()[5]; m.m[10] = m3.m[8];
m.m[8] = m3.data()[6];
m.m[9] = m3.data()[7];
m.m[10] = m3.data()[8];
*/
m = ModelviewMatrixStack.top() * m; m = ModelviewMatrixStack.top() * m;
if (ModelviewMatrixStack.size() == 0) if (ModelviewMatrixStack.size() == 0)
@ -726,18 +624,17 @@ namespace ZL {
void Renderer::RotateMatrix(const Matrix3f& m3) void Renderer::RotateMatrix(const Matrix3f& m3)
{ {
Matrix4f m = Matrix4f::Identity(); Matrix4f m = Matrix4f::Identity();
/*m.m[0] = m3.data()[0]; m.m[0] = m3.m[0];
m.m[1] = m3.data()[1]; m.m[1] = m3.m[1];
m.m[2] = m3.data()[2]; m.m[2] = m3.m[2];
m.m[4] = m3.data()[3]; m.m[4] = m3.m[3];
m.m[5] = m3.data()[4]; m.m[5] = m3.m[4];
m.m[6] = m3.data()[5]; m.m[6] = m3.m[5];
m.m[8] = m3.data()[6]; m.m[8] = m3.m[6];
m.m[9] = m3.data()[7]; m.m[9] = m3.m[7];
m.m[10] = m3.data()[8];*/ m.m[10] = m3.m[8];
m.block<3, 3>(0, 0) = m3;
m = ModelviewMatrixStack.top() * m; m = ModelviewMatrixStack.top() * m;
@ -921,11 +818,11 @@ namespace ZL {
int screenWidth, int screenHeight, int screenWidth, int screenHeight,
int& screenX, int& screenY) { int& screenX, int& screenY) {
Vector4f inx = { objectPos(0), objectPos(1), objectPos(2), 1.0f }; Vector4f inx = { objectPos.v[0], objectPos.v[1], objectPos.v[2], 1.0f };
Vector4f clipCoords = projectionModelView * inx; Vector4f clipCoords = MultMatrixVector(projectionModelView, inx);
float ndcX = clipCoords(0) / clipCoords(3); float ndcX = clipCoords.v[0] / clipCoords.v[3];
float ndcY = clipCoords(1) / clipCoords(3); float ndcY = clipCoords.v[1] / clipCoords.v[3];
screenX = (int)((ndcX + 1.0f) * 0.5f * screenWidth); screenX = (int)((ndcX + 1.0f) * 0.5f * screenWidth);
screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight); screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);

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@ -1,26 +1,13 @@
#pragma once #pragma once
#include "OpenGlExtensions.h" #include "OpenGlExtensions.h"
#include "utils/ZLMath.h"
#include <exception> #include <exception>
#include <stdexcept> #include <stdexcept>
#include "ShaderManager.h" #include "ShaderManager.h"
#include <Eigen/Dense>
namespace ZL { namespace ZL {
using Eigen::Vector2f;
using Eigen::Vector3f;
using Eigen::Vector4f;
using Eigen::Matrix3f;
using Eigen::Matrix4f;
Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar);
Matrix4f MakeOrthoMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar);
Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar);
constexpr size_t CONST_MATRIX_STACK_SIZE = 64; constexpr size_t CONST_MATRIX_STACK_SIZE = 64;
class VBOHolder { class VBOHolder {
@ -115,7 +102,7 @@ namespace ZL {
void TranslateMatrix(const Vector3f& p); void TranslateMatrix(const Vector3f& p);
void ScaleMatrix(float scale); void ScaleMatrix(float scale);
void ScaleMatrix(const Vector3f& scale); void ScaleMatrix(const Vector3f& scale);
void RotateMatrix(const Eigen::Quaternionf& q); void RotateMatrix(const Vector4f& q);
void RotateMatrix(const Matrix3f& m3); void RotateMatrix(const Matrix3f& m3);
void PushSpecialMatrix(const Matrix4f& m); void PushSpecialMatrix(const Matrix4f& m);
void PopMatrix(); void PopMatrix();

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@ -57,12 +57,12 @@ namespace ZL {
lerp(u, grad(p[AB + 1], x, y - 1, z - 1), grad(p[BB + 1], x - 1, y - 1, z - 1)))); lerp(u, grad(p[AB + 1], x, y - 1, z - 1), grad(p[BB + 1], x - 1, y - 1, z - 1))));
} }
float PerlinNoise::getSurfaceHeight(Eigen::Vector3f pos, float noiseCoeff) { float PerlinNoise::getSurfaceHeight(Vector3f pos, float noiseCoeff) {
// Частота шума (чем больше, тем больше "холмов") // Частота шума (чем больше, тем больше "холмов")
float frequency = 7.0f; float frequency = 7.0f;
// Получаем значение шума (обычно от -1 до 1) // Получаем значение шума (обычно от -1 до 1)
float noiseValue = noise(pos(0) * frequency, pos(1) * frequency, pos(2) * frequency); float noiseValue = noise(pos.v[0] * frequency, pos.v[1] * frequency, pos.v[2] * frequency);
// Масштабируем: хотим отклонение от 1.0 до 1.1 (примерно) // Масштабируем: хотим отклонение от 1.0 до 1.1 (примерно)
float height = 1.0f + (noiseValue * noiseCoeff); float height = 1.0f + (noiseValue * noiseCoeff);

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@ -2,7 +2,7 @@
#include <vector> #include <vector>
#include <cstdint> #include <cstdint>
#include <Eigen/Dense> #include "utils/ZLMath.h"
namespace ZL { namespace ZL {
@ -18,7 +18,7 @@ namespace ZL {
float noise(float x, float y, float z); float noise(float x, float y, float z);
float getSurfaceHeight(Eigen::Vector3f pos, float noiseCoeff); float getSurfaceHeight(Vector3f pos, float noiseCoeff);
}; };
} // namespace ZL } // namespace ZL

799
src/utils/ZLMath.cpp Normal file
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@ -0,0 +1,799 @@
#include "utils/ZLMath.h"
#include <exception>
#include <cmath>
namespace ZL {
Vector2f operator+(const Vector2f& x, const Vector2f& y)
{
Vector2f result;
result.v[0] = x.v[0] + y.v[0];
result.v[1] = x.v[1] + y.v[1];
return result;
}
Vector2f operator-(const Vector2f& x, const Vector2f& y)
{
Vector2f result;
result.v[0] = x.v[0] - y.v[0];
result.v[1] = x.v[1] - y.v[1];
return result;
}
Vector3f operator+(const Vector3f& x, const Vector3f& y)
{
Vector3f result;
result.v[0] = x.v[0] + y.v[0];
result.v[1] = x.v[1] + y.v[1];
result.v[2] = x.v[2] + y.v[2];
return result;
}
Vector3f operator-(const Vector3f& x, const Vector3f& y)
{
Vector3f result;
result.v[0] = x.v[0] - y.v[0];
result.v[1] = x.v[1] - y.v[1];
result.v[2] = x.v[2] - y.v[2];
return result;
}
Vector3f operator-(const Vector3f& x)
{
Vector3f result;
result.v[0] = -x.v[0];
result.v[1] = -x.v[1];
result.v[2] = -x.v[2];
return result;
}
Vector4f operator+(const Vector4f& x, const Vector4f& y)
{
Vector4f result;
result.v[0] = x.v[0] + y.v[0];
result.v[1] = x.v[1] + y.v[1];
result.v[2] = x.v[2] + y.v[2];
result.v[3] = x.v[3] + y.v[3];
return result;
}
Vector4f operator-(const Vector4f& x, const Vector4f& y)
{
Vector4f result;
result.v[0] = x.v[0] - y.v[0];
result.v[1] = x.v[1] - y.v[1];
result.v[2] = x.v[2] - y.v[2];
result.v[3] = x.v[3] - y.v[3];
return result;
}
Matrix3f Matrix3f::Identity()
{
Matrix3f r;
r.m[0] = 1.f;
r.m[1] = 0.f;
r.m[2] = 0.f;
r.m[3] = 0.f;
r.m[4] = 1.f;
r.m[5] = 0.f;
r.m[6] = 0.f;
r.m[7] = 0.f;
r.m[8] = 1.f;
return r;
}
Matrix4f Matrix4f::Identity()
{
Matrix4f r;
r.m[0] = 1.f;
r.m[1] = 0.f;
r.m[2] = 0.f;
r.m[3] = 0.f;
r.m[4] = 0.f;
r.m[5] = 1.f;
r.m[6] = 0.f;
r.m[7] = 0.f;
r.m[8] = 0.f;
r.m[9] = 0.f;
r.m[10] = 1.f;
r.m[11] = 0.f;
r.m[12] = 0.f;
r.m[13] = 0.f;
r.m[14] = 0.f;
r.m[15] = 1.f;
return r;
}
Matrix4f operator*(const Matrix4f& m1, const Matrix4f& m2)
{
Matrix4f r;
r.m[0] = m1.m[0] * m2.m[0] + m1.m[4] * m2.m[1] + m1.m[8] * m2.m[2] + m1.m[12] * m2.m[3];
r.m[1] = m1.m[1] * m2.m[0] + m1.m[5] * m2.m[1] + m1.m[9] * m2.m[2] + m1.m[13] * m2.m[3];
r.m[2] = m1.m[2] * m2.m[0] + m1.m[6] * m2.m[1] + m1.m[10] * m2.m[2] + m1.m[14] * m2.m[3];
r.m[3] = m1.m[3] * m2.m[0] + m1.m[7] * m2.m[1] + m1.m[11] * m2.m[2] + m1.m[15] * m2.m[3];
r.m[4] = m1.m[0] * m2.m[4] + m1.m[4] * m2.m[5] + m1.m[8] * m2.m[6] + m1.m[12] * m2.m[7];
r.m[5] = m1.m[1] * m2.m[4] + m1.m[5] * m2.m[5] + m1.m[9] * m2.m[6] + m1.m[13] * m2.m[7];
r.m[6] = m1.m[2] * m2.m[4] + m1.m[6] * m2.m[5] + m1.m[10] * m2.m[6] + m1.m[14] * m2.m[7];
r.m[7] = m1.m[3] * m2.m[4] + m1.m[7] * m2.m[5] + m1.m[11] * m2.m[6] + m1.m[15] * m2.m[7];
r.m[8] = m1.m[0] * m2.m[8] + m1.m[4] * m2.m[9] + m1.m[8] * m2.m[10] + m1.m[12] * m2.m[11];
r.m[9] = m1.m[1] * m2.m[8] + m1.m[5] * m2.m[9] + m1.m[9] * m2.m[10] + m1.m[13] * m2.m[11];
r.m[10] = m1.m[2] * m2.m[8] + m1.m[6] * m2.m[9] + m1.m[10] * m2.m[10] + m1.m[14] * m2.m[11];
r.m[11] = m1.m[3] * m2.m[8] + m1.m[7] * m2.m[9] + m1.m[11] * m2.m[10] + m1.m[15] * m2.m[11];
r.m[12] = m1.m[0] * m2.m[12] + m1.m[4] * m2.m[13] + m1.m[8] * m2.m[14] + m1.m[12] * m2.m[15];
r.m[13] = m1.m[1] * m2.m[12] + m1.m[5] * m2.m[13] + m1.m[9] * m2.m[14] + m1.m[13] * m2.m[15];
r.m[14] = m1.m[2] * m2.m[12] + m1.m[6] * m2.m[13] + m1.m[10] * m2.m[14] + m1.m[14] * m2.m[15];
r.m[15] = m1.m[3] * m2.m[12] + m1.m[7] * m2.m[13] + m1.m[11] * m2.m[14] + m1.m[15] * m2.m[15];
return r;
}
Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar)
{
float depthRange = zFar - zNear;
if (depthRange <= 0)
{
throw std::runtime_error("zFar must be greater than zNear");
}
Matrix4f r;
r.m[0] = 2.f / width;
r.m[1] = 0;
r.m[2] = 0;
r.m[3] = 0;
r.m[4] = 0;
r.m[5] = 2.f / height;
r.m[6] = 0;
r.m[7] = 0;
r.m[8] = 0;
r.m[9] = 0;
r.m[10] = -1 / depthRange;
r.m[11] = 0;
r.m[12] = -1;
r.m[13] = -1;
r.m[14] = zNear / depthRange;
r.m[15] = 1;
return r;
}
Matrix4f MakeOrthoMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar)
{
float width = xmax - xmin;
float height = ymax - ymin;
float depthRange = zFar - zNear;
if (width <= 0 || height <= 0 || depthRange <= 0)
{
throw std::runtime_error("Invalid dimensions for orthogonal matrix");
}
Matrix4f r;
// Масштабирование
r.m[0] = 2.f / width;
r.m[5] = 2.f / height;
r.m[10] = -1.f / depthRange;
// Обнуление неиспользуемых компонентов
r.m[1] = r.m[2] = r.m[3] = 0;
r.m[4] = r.m[6] = r.m[7] = 0;
r.m[8] = r.m[9] = r.m[11] = 0;
// Трансляция (смещение)
r.m[12] = -(xmax + xmin) / width;
r.m[13] = -(ymax + ymin) / height;
r.m[14] = zNear / depthRange;
r.m[15] = 1.f;
return r;
}
Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar)
{
float tanHalfFovy = tan(fovY / 2.f);
Matrix4f r;
if (zNear >= zFar || aspectRatio == 0)
{
throw std::runtime_error("Invalid perspective parameters");
}
r.m[0] = 1.f / (aspectRatio * tanHalfFovy);
r.m[1] = 0;
r.m[2] = 0;
r.m[3] = 0;
r.m[4] = 0;
r.m[5] = 1.f / (tanHalfFovy);
r.m[6] = 0;
r.m[7] = 0;
r.m[8] = 0;
r.m[9] = 0;
r.m[10] = -(zFar + zNear) / (zFar - zNear);
r.m[11] = -1;
r.m[12] = 0;
r.m[13] = 0;
r.m[14] = -(2.f * zFar * zNear) / (zFar - zNear);
r.m[15] = 0;
return r;
}
Matrix3f QuatToMatrix(const Vector4f& q)
{
Matrix3f m;
float wx, wy, wz, xx, yy, yz, xy, xz, zz, s, x2, y2, z2;
s = 2.0f / (q.v[0] * q.v[0] + q.v[1] * q.v[1] + q.v[2] * q.v[2] + q.v[3] * q.v[3]);
x2 = q.v[0] * s;
y2 = q.v[1] * s;
z2 = q.v[2] * s;
wx = q.v[3] * x2; wy = q.v[3] * y2; wz = q.v[3] * z2;
xx = q.v[0] * x2; xy = q.v[1] * x2; xz = q.v[2] * x2;
yy = q.v[1] * y2; yz = q.v[2] * y2;
zz = q.v[2] * z2;
m.m[0] = 1.0f - (yy + zz);
m.m[1] = xy + wz;
m.m[2] = xz - wy;
m.m[3] = xy - wz;
m.m[4] = 1.0f - (xx + zz);
m.m[5] = yz + wx;
m.m[6] = xz + wy;
m.m[7] = yz - wx;
m.m[8] = 1.0f - (xx + yy);
return m;
}
Vector4f MatrixToQuat(const Matrix3f& m)
{
Vector4f r;
float trace = m.m[0] + m.m[4] + m.m[8];
if (trace > 0)
{
float s = 0.5f / sqrtf(trace + 1.0f);
r.v[3] = 0.25f / s;
r.v[0] = (m.m[5] - m.m[7]) * s;
r.v[1] = (m.m[6] - m.m[2]) * s;
r.v[2] = (m.m[1] - m.m[3]) * s;
}
else if (m.m[0] > m.m[4] && m.m[0] > m.m[8])
{
float s = 2.0f * sqrtf(1.0f + m.m[0] - m.m[4] - m.m[8]);
r.v[3] = (m.m[5] - m.m[7]) / s;
r.v[0] = 0.25f * s;
r.v[1] = (m.m[1] + m.m[3]) / s;
r.v[2] = (m.m[6] + m.m[2]) / s;
}
else if (m.m[4] > m.m[8])
{
float s = 2.0f * sqrtf(1.0f + m.m[4] - m.m[0] - m.m[8]);
r.v[3] = (m.m[6] - m.m[2]) / s;
r.v[0] = (m.m[1] + m.m[3]) / s;
r.v[1] = 0.25f * s;
r.v[2] = (m.m[5] + m.m[7]) / s;
}
else
{
float s = 2.0f * sqrtf(1.0f + m.m[8] - m.m[0] - m.m[4]);
r.v[3] = (m.m[1] - m.m[3]) / s;
r.v[0] = (m.m[6] + m.m[2]) / s;
r.v[1] = (m.m[5] + m.m[7]) / s;
r.v[2] = 0.25f * s;
}
return r.normalized();
}
Vector4f QuatFromRotateAroundX(float angle)
{
Vector4f result;
result.v[0] = sinf(angle * 0.5f);
result.v[1] = 0.f;
result.v[2] = 0.f;
result.v[3] = cosf(angle * 0.5f);
return result;
}
Vector4f QuatFromRotateAroundY(float angle)
{
Vector4f result;
result.v[0] = 0.f;
result.v[1] = sinf(angle * 0.5f);
result.v[2] = 0.f;
result.v[3] = cosf(angle * 0.5f);
return result;
}
Vector4f QuatFromRotateAroundZ(float angle)
{
Vector4f result;
result.v[0] = 0.f;
result.v[1] = 0.f;
result.v[2] = sinf(angle * 0.5f);
result.v[3] = cosf(angle * 0.5f);
return result;
}
Matrix3f TransposeMatrix(const Matrix3f& m)
{
Matrix3f r;
r.m[0] = m.m[0];
r.m[1] = m.m[3];
r.m[2] = m.m[6];
r.m[3] = m.m[1];
r.m[4] = m.m[4];
r.m[5] = m.m[7];
r.m[6] = m.m[2];
r.m[7] = m.m[5];
r.m[8] = m.m[8];
return r;
}
Matrix3f InverseMatrix(const Matrix3f& m)
{
float d;
Matrix3f r;
d = m.m[0] * (m.m[4] * m.m[8] - m.m[5] * m.m[7]);
d -= m.m[1] * (m.m[3] * m.m[8] - m.m[6] * m.m[5]);
d += m.m[2] * (m.m[3] * m.m[7] - m.m[6] * m.m[4]);
if (fabs(d) < 0.01f)
{
throw std::runtime_error("Error: matrix cannot be inversed!");
}
else
{
r.m[0] = (m.m[4] * m.m[8] - m.m[5] * m.m[7]) / d;
r.m[1] = -(m.m[1] * m.m[8] - m.m[2] * m.m[7]) / d;
r.m[2] = (m.m[1] * m.m[5] - m.m[2] * m.m[4]) / d;
r.m[3] = -(m.m[3] * m.m[8] - m.m[5] * m.m[6]) / d;
r.m[4] = (m.m[0] * m.m[8] - m.m[2] * m.m[6]) / d;
r.m[5] = -(m.m[0] * m.m[5] - m.m[2] * m.m[3]) / d;
r.m[6] = (m.m[3] * m.m[7] - m.m[6] * m.m[4]) / d;
r.m[7] = -(m.m[0] * m.m[7] - m.m[6] * m.m[1]) / d;
r.m[8] = (m.m[0] * m.m[4] - m.m[1] * m.m[3]) / d;
};
return r;
}
Matrix4f InverseMatrix(const Matrix4f& mat)
{
Matrix4f inv;
float det;
inv.m[0] = mat.m[5] * mat.m[10] * mat.m[15] -
mat.m[5] * mat.m[11] * mat.m[14] -
mat.m[9] * mat.m[6] * mat.m[15] +
mat.m[9] * mat.m[7] * mat.m[14] +
mat.m[13] * mat.m[6] * mat.m[11] -
mat.m[13] * mat.m[7] * mat.m[10];
inv.m[4] = -mat.m[4] * mat.m[10] * mat.m[15] +
mat.m[4] * mat.m[11] * mat.m[14] +
mat.m[8] * mat.m[6] * mat.m[15] -
mat.m[8] * mat.m[7] * mat.m[14] -
mat.m[12] * mat.m[6] * mat.m[11] +
mat.m[12] * mat.m[7] * mat.m[10];
inv.m[8] = mat.m[4] * mat.m[9] * mat.m[15] -
mat.m[4] * mat.m[11] * mat.m[13] -
mat.m[8] * mat.m[5] * mat.m[15] +
mat.m[8] * mat.m[7] * mat.m[13] +
mat.m[12] * mat.m[5] * mat.m[11] -
mat.m[12] * mat.m[7] * mat.m[9];
inv.m[12] = -mat.m[4] * mat.m[9] * mat.m[14] +
mat.m[4] * mat.m[10] * mat.m[13] +
mat.m[8] * mat.m[5] * mat.m[14] -
mat.m[8] * mat.m[6] * mat.m[13] -
mat.m[12] * mat.m[5] * mat.m[10] +
mat.m[12] * mat.m[6] * mat.m[9];
inv.m[1] = -mat.m[1] * mat.m[10] * mat.m[15] +
mat.m[1] * mat.m[11] * mat.m[14] +
mat.m[9] * mat.m[2] * mat.m[15] -
mat.m[9] * mat.m[3] * mat.m[14] -
mat.m[13] * mat.m[2] * mat.m[11] +
mat.m[13] * mat.m[3] * mat.m[10];
inv.m[5] = mat.m[0] * mat.m[10] * mat.m[15] -
mat.m[0] * mat.m[11] * mat.m[14] -
mat.m[8] * mat.m[2] * mat.m[15] +
mat.m[8] * mat.m[3] * mat.m[14] +
mat.m[12] * mat.m[2] * mat.m[11] -
mat.m[12] * mat.m[3] * mat.m[10];
inv.m[9] = -mat.m[0] * mat.m[9] * mat.m[15] +
mat.m[0] * mat.m[11] * mat.m[13] +
mat.m[8] * mat.m[1] * mat.m[15] -
mat.m[8] * mat.m[3] * mat.m[13] -
mat.m[12] * mat.m[1] * mat.m[11] +
mat.m[12] * mat.m[3] * mat.m[9];
inv.m[13] = mat.m[0] * mat.m[9] * mat.m[14] -
mat.m[0] * mat.m[10] * mat.m[13] -
mat.m[8] * mat.m[1] * mat.m[14] +
mat.m[8] * mat.m[2] * mat.m[13] +
mat.m[12] * mat.m[1] * mat.m[10] -
mat.m[12] * mat.m[2] * mat.m[9];
inv.m[2] = mat.m[1] * mat.m[6] * mat.m[15] -
mat.m[1] * mat.m[7] * mat.m[14] -
mat.m[5] * mat.m[2] * mat.m[15] +
mat.m[5] * mat.m[3] * mat.m[14] +
mat.m[13] * mat.m[2] * mat.m[7] -
mat.m[13] * mat.m[3] * mat.m[6];
inv.m[6] = -mat.m[0] * mat.m[6] * mat.m[15] +
mat.m[0] * mat.m[7] * mat.m[14] +
mat.m[4] * mat.m[2] * mat.m[15] -
mat.m[4] * mat.m[3] * mat.m[14] -
mat.m[12] * mat.m[2] * mat.m[7] +
mat.m[12] * mat.m[3] * mat.m[6];
inv.m[10] = mat.m[0] * mat.m[5] * mat.m[15] -
mat.m[0] * mat.m[7] * mat.m[13] -
mat.m[4] * mat.m[1] * mat.m[15] +
mat.m[4] * mat.m[3] * mat.m[13] +
mat.m[12] * mat.m[1] * mat.m[7] -
mat.m[12] * mat.m[3] * mat.m[5];
inv.m[14] = -mat.m[0] * mat.m[5] * mat.m[14] +
mat.m[0] * mat.m[6] * mat.m[13] +
mat.m[4] * mat.m[1] * mat.m[14] -
mat.m[4] * mat.m[2] * mat.m[13] -
mat.m[12] * mat.m[1] * mat.m[6] +
mat.m[12] * mat.m[2] * mat.m[5];
inv.m[3] = -mat.m[1] * mat.m[6] * mat.m[11] +
mat.m[1] * mat.m[7] * mat.m[10] +
mat.m[5] * mat.m[2] * mat.m[11] -
mat.m[5] * mat.m[3] * mat.m[10] -
mat.m[9] * mat.m[2] * mat.m[7] +
mat.m[9] * mat.m[3] * mat.m[6];
inv.m[7] = mat.m[0] * mat.m[6] * mat.m[11] -
mat.m[0] * mat.m[7] * mat.m[10] -
mat.m[4] * mat.m[2] * mat.m[11] +
mat.m[4] * mat.m[3] * mat.m[10] +
mat.m[8] * mat.m[2] * mat.m[7] -
mat.m[8] * mat.m[3] * mat.m[6];
inv.m[11] = -mat.m[0] * mat.m[5] * mat.m[11] +
mat.m[0] * mat.m[7] * mat.m[9] +
mat.m[4] * mat.m[1] * mat.m[11] -
mat.m[4] * mat.m[3] * mat.m[9] -
mat.m[8] * mat.m[1] * mat.m[7] +
mat.m[8] * mat.m[3] * mat.m[5];
inv.m[15] = mat.m[0] * mat.m[5] * mat.m[10] -
mat.m[0] * mat.m[6] * mat.m[9] -
mat.m[4] * mat.m[1] * mat.m[10] +
mat.m[4] * mat.m[2] * mat.m[9] +
mat.m[8] * mat.m[1] * mat.m[6] -
mat.m[8] * mat.m[2] * mat.m[5];
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
det = mat.m[0] * inv.m[0] + mat.m[1] * inv.m[4] + mat.m[2] * inv.m[8] + mat.m[3] * inv.m[12];
if (std::fabs(det) < 0.01f)
{
throw std::runtime_error("Error: matrix cannot be inversed!");
}
// <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
det = 1.0f / det;
for (int i = 0; i < 16; i++)
{
inv.m[i] *= det;
}
return inv;
}
Matrix3f CreateZRotationMatrix(float angle)
{
Matrix3f result = Matrix3f::Identity();
result.m[0] = cosf(angle);
result.m[1] = -sinf(angle);
result.m[3] = sinf(angle);
result.m[4] = cosf(angle);
return result;
}
Matrix4f MultMatrixMatrix(const Matrix4f& m1, const Matrix4f& m2)
{
Matrix4f rx;
rx.m[0] = m1.m[0] * m2.m[0] + m1.m[4] * m2.m[1] + m1.m[8] * m2.m[2] + m1.m[12] * m2.m[3];
rx.m[1] = m1.m[1] * m2.m[0] + m1.m[5] * m2.m[1] + m1.m[9] * m2.m[2] + m1.m[13] * m2.m[3];
rx.m[2] = m1.m[2] * m2.m[0] + m1.m[6] * m2.m[1] + m1.m[10] * m2.m[2] + m1.m[14] * m2.m[3];
rx.m[3] = m1.m[3] * m2.m[0] + m1.m[7] * m2.m[1] + m1.m[11] * m2.m[2] + m1.m[15] * m2.m[3];
rx.m[4] = m1.m[0] * m2.m[4] + m1.m[4] * m2.m[5] + m1.m[8] * m2.m[6] + m1.m[12] * m2.m[7];
rx.m[5] = m1.m[1] * m2.m[4] + m1.m[5] * m2.m[5] + m1.m[9] * m2.m[6] + m1.m[13] * m2.m[7];
rx.m[6] = m1.m[2] * m2.m[4] + m1.m[6] * m2.m[5] + m1.m[10] * m2.m[6] + m1.m[14] * m2.m[7];
rx.m[7] = m1.m[3] * m2.m[4] + m1.m[7] * m2.m[5] + m1.m[11] * m2.m[6] + m1.m[15] * m2.m[7];
rx.m[8] = m1.m[0] * m2.m[8] + m1.m[4] * m2.m[9] + m1.m[8] * m2.m[10] + m1.m[12] * m2.m[11];
rx.m[9] = m1.m[1] * m2.m[8] + m1.m[5] * m2.m[9] + m1.m[9] * m2.m[10] + m1.m[13] * m2.m[11];
rx.m[10] = m1.m[2] * m2.m[8] + m1.m[6] * m2.m[9] + m1.m[10] * m2.m[10] + m1.m[14] * m2.m[11];
rx.m[11] = m1.m[3] * m2.m[8] + m1.m[7] * m2.m[9] + m1.m[11] * m2.m[10] + m1.m[15] * m2.m[11];
rx.m[12] = m1.m[0] * m2.m[12] + m1.m[4] * m2.m[13] + m1.m[8] * m2.m[14] + m1.m[12] * m2.m[15];
rx.m[13] = m1.m[1] * m2.m[12] + m1.m[5] * m2.m[13] + m1.m[9] * m2.m[14] + m1.m[13] * m2.m[15];
rx.m[14] = m1.m[2] * m2.m[12] + m1.m[6] * m2.m[13] + m1.m[10] * m2.m[14] + m1.m[14] * m2.m[15];
rx.m[15] = m1.m[3] * m2.m[12] + m1.m[7] * m2.m[13] + m1.m[11] * m2.m[14] + m1.m[15] * m2.m[15];
return rx;
}
Matrix3f MultMatrixMatrix(const Matrix3f& m1, const Matrix3f& m2)
{
Matrix3f r;
r.m[0] = m1.m[0] * m2.m[0] + m1.m[3] * m2.m[1] + m1.m[6] * m2.m[2];
r.m[1] = m1.m[1] * m2.m[0] + m1.m[4] * m2.m[1] + m1.m[7] * m2.m[2];
r.m[2] = m1.m[2] * m2.m[0] + m1.m[5] * m2.m[1] + m1.m[8] * m2.m[2];
r.m[3] = m1.m[0] * m2.m[3] + m1.m[3] * m2.m[4] + m1.m[6] * m2.m[5];
r.m[4] = m1.m[1] * m2.m[3] + m1.m[4] * m2.m[4] + m1.m[7] * m2.m[5];
r.m[5] = m1.m[2] * m2.m[3] + m1.m[5] * m2.m[4] + m1.m[8] * m2.m[5];
r.m[6] = m1.m[0] * m2.m[6] + m1.m[3] * m2.m[7] + m1.m[6] * m2.m[8] ;
r.m[7] = m1.m[1] * m2.m[6] + m1.m[4] * m2.m[7] + m1.m[7] * m2.m[8];
r.m[8] = m1.m[2] * m2.m[6] + m1.m[5] * m2.m[7] + m1.m[8] * m2.m[8];
return r;
}
Matrix3f MakeTranslationMatrix(const Vector3f& p)
{
Matrix3f r = Matrix3f::Identity();
r.m[12] = p.v[0];
r.m[13] = p.v[1];
r.m[14] = p.v[2];
return r;
}
Matrix3f MakeScaleMatrix(float scale)
{
Matrix3f r = Matrix3f::Identity();
r.m[0] = scale;
r.m[5] = scale;
r.m[10] = scale;
return r;
}
Matrix3f MakeRotationMatrix(const Vector3f& p)
{
Matrix3f r = Matrix3f::Identity();
r.m[12] = p.v[0];
r.m[13] = p.v[1];
r.m[14] = p.v[2];
return r;
}
Vector2f operator*(Vector2f v, float scale)
{
Vector2f r = v;
r.v[0] = v.v[0] * scale;
r.v[1] = v.v[1] * scale;
return r;
}
Vector3f operator*(Vector3f v, float scale)
{
Vector3f r = v;
r.v[0] = v.v[0] * scale;
r.v[1] = v.v[1] * scale;
r.v[2] = v.v[2] * scale;
return r;
}
Vector4f operator*(Vector4f v, float scale)
{
Vector4f r = v;
r.v[0] = v.v[0] * scale;
r.v[1] = v.v[1] * scale;
r.v[2] = v.v[2] * scale;
r.v[3] = v.v[3] * scale;
return r;
}
Vector3f MultVectorMatrix(Vector3f v, Matrix3f mt)
{
Vector3f r;
r.v[0] = v.v[0] * mt.m[0] + v.v[1] * mt.m[1] + v.v[2] * mt.m[2];
r.v[1] = v.v[0] * mt.m[3] + v.v[1] * mt.m[4] + v.v[2] * mt.m[5];
r.v[2] = v.v[0] * mt.m[6] + v.v[1] * mt.m[7] + v.v[2] * mt.m[8];
return r;
}
Vector4f MultVectorMatrix(Vector4f v, Matrix4f mt)
{
Vector4f r;
r.v[0] = v.v[0] * mt.m[0] + v.v[1] * mt.m[1] + v.v[2] * mt.m[2] + v.v[3] * mt.m[3];
r.v[1] = v.v[0] * mt.m[4] + v.v[1] * mt.m[5] + v.v[2] * mt.m[6] + v.v[3] * mt.m[7];
r.v[2] = v.v[0] * mt.m[8] + v.v[1] * mt.m[9] + v.v[2] * mt.m[10] + v.v[3] * mt.m[11];
r.v[3] = v.v[0] * mt.m[12] + v.v[1] * mt.m[13] + v.v[2] * mt.m[14] + v.v[3] * mt.m[15];
return r;
}
Vector4f MultMatrixVector(Matrix4f mt, Vector4f v)
{
Vector4f r;
r.v[0] = v.v[0] * mt.m[0] + v.v[1] * mt.m[4] + v.v[2] * mt.m[8] + v.v[3] * mt.m[12];
r.v[1] = v.v[0] * mt.m[1] + v.v[1] * mt.m[5] + v.v[2] * mt.m[9] + v.v[3] * mt.m[13];
r.v[2] = v.v[0] * mt.m[2] + v.v[1] * mt.m[6] + v.v[2] * mt.m[10] + v.v[3] * mt.m[14];
r.v[3] = v.v[0] * mt.m[3] + v.v[1] * mt.m[7] + v.v[2] * mt.m[11] + v.v[3] * mt.m[15];
return r;
}
Vector3f MultMatrixVector(Matrix3f mt, Vector3f v)
{
Vector3f r;
r.v[0] = v.v[0] * mt.m[0] + v.v[1] * mt.m[3] + v.v[2] * mt.m[6];
r.v[1] = v.v[0] * mt.m[1] + v.v[1] * mt.m[4] + v.v[2] * mt.m[7];
r.v[2] = v.v[0] * mt.m[2] + v.v[1] * mt.m[5] + v.v[2] * mt.m[8];
return r;
}
Vector4f slerp(const Vector4f& q1, const Vector4f& q2, float t)
{
const float epsilon = 1e-6f;
// Нормализация входных кватернионов
Vector4f q1_norm = q1.normalized();
Vector4f q2_norm = q2.normalized();
float cosTheta = q1_norm.dot(q2_norm);
// Если q1 и q2 близки к противоположным направлениям, корректируем q2
Vector4f q2_adjusted = q2_norm;
if (cosTheta < 0.0f) {
q2_adjusted.v[0] = -q2_adjusted.v[0];
q2_adjusted.v[1] = -q2_adjusted.v[1];
q2_adjusted.v[2] = -q2_adjusted.v[2];
q2_adjusted.v[3] = -q2_adjusted.v[3];
cosTheta = -cosTheta;
}
// Если кватернионы близки, используем линейную интерполяцию
if (cosTheta > 1.0f - epsilon) {
Vector4f result;
result.v[0] = q1_norm.v[0] + t * (q2_adjusted.v[0] - q1_norm.v[0]);
result.v[1] = q1_norm.v[1] + t * (q2_adjusted.v[1] - q1_norm.v[1]);
result.v[2] = q1_norm.v[2] + t * (q2_adjusted.v[2] - q1_norm.v[2]);
result.v[3] = q1_norm.v[3] + t * (q2_adjusted.v[3] - q1_norm.v[3]);
return result.normalized();
}
// Иначе используем сферическую интерполяцию
float theta = std::acos(cosTheta);
float sinTheta = std::sin(theta);
float coeff1 = std::sin((1.0f - t) * theta) / sinTheta;
float coeff2 = std::sin(t * theta) / sinTheta;
Vector4f result;
result.v[0] = coeff1 * q1_norm.v[0] + coeff2 * q2_adjusted.v[0];
result.v[1] = coeff1 * q1_norm.v[1] + coeff2 * q2_adjusted.v[1];
result.v[2] = coeff1 * q1_norm.v[2] + coeff2 * q2_adjusted.v[2];
result.v[3] = coeff1 * q1_norm.v[3] + coeff2 * q2_adjusted.v[3];
return result.normalized();
}
Matrix4f MakeMatrix4x4(const Matrix3f& m, const Vector3f pos)
{
Matrix4f r;
r.m[0] = m.m[0];
r.m[1] = m.m[1];
r.m[2] = m.m[2];
r.m[3] = 0;
r.m[4] = m.m[3];
r.m[5] = m.m[4];
r.m[6] = m.m[5];
r.m[7] = 0;
r.m[8] = m.m[6];
r.m[9] = m.m[7];
r.m[10] = m.m[8];
r.m[11] = 0;
r.m[12] = pos.v[0];
r.m[13] = pos.v[1];
r.m[14] = pos.v[2];
r.m[15] = 1.0;
return r;
}
};

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#pragma once
#include <array>
#include <exception>
#include <stdexcept>
#include <cmath>
namespace ZL {
struct Vector4f
{
Vector4f()
{
}
Vector4f(float x, float y, float z, float t)
: v{ x,y,z,t }
{
}
std::array<float, 4> v = { 0.f, 0.f, 0.f, 0.f };
Vector4f normalized() const {
double norm = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3]);
if (norm <= 0.000001f) {
return { 0,0, 0, 0};
}
Vector4f r;
r.v[0] = v[0] / norm;
r.v[1] = v[1] / norm;
r.v[2] = v[2] / norm;
r.v[3] = v[3] / norm;
return r;
}
double dot(const Vector4f& other) const {
return v[0] * other.v[0] + v[1] * other.v[1] + v[2] * other.v[2] + v[3] * other.v[3];
}
};
struct Vector3f
{
std::array<float, 3> v = { 0.f, 0.f, 0.f };
Vector3f()
{
}
Vector3f(float x, float y, float z)
: v{x,y,z}
{
}
Vector3f normalized() const {
double norm = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
if (norm <= 0.000001f) {
return { 0,0,0 };
}
Vector3f r;
r.v[0] = v[0] / norm;
r.v[1] = v[1] / norm;
r.v[2] = v[2] / norm;
return r;
}
float squaredNorm() const {
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
}
float length() const
{
return sqrt(squaredNorm());
}
float dot(const Vector3f& other) const {
return v[0] * other.v[0] + v[1] * other.v[1] + v[2] * other.v[2];
}
Vector3f cross(const Vector3f& other) const {
return Vector3f(
v[1] * other.v[2] - v[2] * other.v[1],
v[2] * other.v[0] - v[0] * other.v[2],
v[0] * other.v[1] - v[1] * other.v[0]
);
}
bool operator<(const Vector3f& other) const {
if (v[0] != other.v[0]) return v[0] < other.v[0];
if (v[1] != other.v[1]) return v[1] < other.v[1];
return v[2] < other.v[2];
}
};
struct Vector2f
{
std::array<float, 2> v = {0.f, 0.f};
Vector2f()
{
}
Vector2f(float x, float y)
: v{ x,y }
{
}
};
Vector2f operator+(const Vector2f& x, const Vector2f& y);
Vector2f operator-(const Vector2f& x, const Vector2f& y);
Vector3f operator+(const Vector3f& x, const Vector3f& y);
Vector3f operator-(const Vector3f& x, const Vector3f& y);
Vector4f operator+(const Vector4f& x, const Vector4f& y);
Vector4f operator-(const Vector4f& x, const Vector4f& y);
Vector3f operator-(const Vector3f& x);
struct Matrix3f
{
std::array<float, 9> m = { 0.f, 0.f, 0.f,
0.f, 0.f, 0.f,
0.f, 0.f, 0.f, };
static Matrix3f Identity();
};
struct Matrix4f
{
std::array<float, 16> m = { 0.f, 0.f, 0.f, 0.f,
0.f, 0.f, 0.f, 0.f,
0.f, 0.f, 0.f, 0.f,
0.f, 0.f, 0.f, 0.f };
static Matrix4f Identity();
float& operator()(int row, int col) {
//return m[row * 4 + col]; //OpenGL specific
return m[col * 4 + row];
}
const float& operator()(int row, int col) const {
//return m[row * 4 + col];
return m[col * 4 + row];
}
};
Matrix4f operator*(const Matrix4f& m1, const Matrix4f& m2);
Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar);
Matrix4f MakeOrthoMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar);
Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar);
Matrix3f QuatToMatrix(const Vector4f& q);
Vector4f MatrixToQuat(const Matrix3f& m);
Vector4f QuatFromRotateAroundX(float angle);
Vector4f QuatFromRotateAroundY(float angle);
Vector4f QuatFromRotateAroundZ(float angle);
Vector2f operator*(Vector2f v, float scale);
Vector3f operator*(Vector3f v, float scale);
Vector4f operator*(Vector4f v, float scale);
Vector3f MultVectorMatrix(Vector3f v, Matrix3f mt);
Vector4f MultVectorMatrix(Vector4f v, Matrix4f mt);
Vector4f MultMatrixVector(Matrix4f mt, Vector4f v);
Vector3f MultMatrixVector(Matrix3f mt, Vector3f v);
Vector4f slerp(const Vector4f& q1, const Vector4f& q2, float t);
Matrix3f InverseMatrix(const Matrix3f& m);
Matrix4f InverseMatrix(const Matrix4f& m);
Matrix3f MultMatrixMatrix(const Matrix3f& m1, const Matrix3f& m2);
Matrix4f MultMatrixMatrix(const Matrix4f& m1, const Matrix4f& m2);
Matrix4f MakeMatrix4x4(const Matrix3f& m, const Vector3f pos);
};