trueno/src/ray.jai

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Ray :: struct {
origin : Vector3;
direction : Vector3;
};
get_mouse_ray :: (cam: *Camera) -> Ray {
sw, sh := get_window_size();
x := (2.0 * input_mouse_x)/sw - 1.0;
y := 1.0 - (2.0 * input_mouse_y)/sh;
z := 1.0;
deviceCoords := Vector3.{x,y,z};
matView := create_lookat(cam);
matProj := create_perspective(cam);
nearPoint := unproject(.{deviceCoords.x, deviceCoords.y, 0.0}, matProj, matView);
farPoint := unproject(.{deviceCoords.x, deviceCoords.y, 1.0}, matProj, matView);
direction := normalize(farPoint - nearPoint);
return .{
cam.position,
direction
};
}
Collision_Cube :: struct {
position : Vector3;
size : Vector3;
};
Ray_Collision :: struct {
distance : float = 99999;
hit : bool = false;
}
// Ported over from Raylib.
does_ray_hit_cube :: (og_ray: Ray, cube: Collision_Cube) -> Ray_Collision {
ray := og_ray;
collision : Ray_Collision;
bmin := cube.position;
bmax := cube.position + cube.size;
insideBox := (ray.origin.x > bmin.x) && (ray.origin.x < bmax.x) &&
(ray.origin.y > bmin.y) && (ray.origin.y < bmax.y) &&
(ray.origin.z > bmin.z) && (ray.origin.z < bmax.z);
t : [11] float;
t[8] = 1.0/ray.direction.x;
t[9] = 1.0/ray.direction.y;
t[10] = 1.0/ray.direction.z;
t[0] = (bmin.x - ray.origin.x) * t[8];
t[1] = (bmax.x - ray.origin.x) * t[8];
t[2] = (bmin.y - ray.origin.y) * t[9];
t[3] = (bmax.y - ray.origin.y) * t[9];
t[4] = (bmin.z - ray.origin.z) * t[10];
t[5] = (bmax.z - ray.origin.z) * t[10];
t[6] = max(max(min(t[0], t[1]), min(t[2], t[3])), min(t[4], t[5]));
t[7] = min(min(max(t[0], t[1]), max(t[2], t[3])), max(t[4], t[5]));
collision.hit = !((t[7] < 0) || (t[6] > t[7]));
collision.distance = t[6];
return collision;
}
unproject :: (source: Vector3, projection: Matrix4, view: Matrix4) -> Vector3 {
result : Vector3;
// Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it
matViewProj := Matrix4.{ // MatrixMultiply(view, projection);
view.floats[0]*projection.floats[0 ]+ view.floats[1]*projection.floats[4 ]+ view.floats[2]*projection.floats[8 ]+ view.floats[3]*projection.floats[12],
view.floats[0]*projection.floats[1 ]+ view.floats[1]*projection.floats[5 ]+ view.floats[2]*projection.floats[9 ]+ view.floats[3]*projection.floats[13],
view.floats[0]*projection.floats[2 ]+ view.floats[1]*projection.floats[6 ]+ view.floats[2]*projection.floats[10 ]+ view.floats[3]*projection.floats[14],
view.floats[0]*projection.floats[3 ]+ view.floats[1]*projection.floats[7 ]+ view.floats[2]*projection.floats[11 ]+ view.floats[3]*projection.floats[15],
view.floats[4]*projection.floats[0 ]+ view.floats[5]*projection.floats[4 ]+ view.floats[6]*projection.floats[8 ]+ view.floats[7]*projection.floats[12],
view.floats[4]*projection.floats[1 ]+ view.floats[5]*projection.floats[5 ]+ view.floats[6]*projection.floats[9 ]+ view.floats[7]*projection.floats[13],
view.floats[4]*projection.floats[2 ]+ view.floats[5]*projection.floats[6 ]+ view.floats[6]*projection.floats[10 ]+ view.floats[7]*projection.floats[14],
view.floats[4]*projection.floats[3 ]+ view.floats[5]*projection.floats[7 ]+ view.floats[6]*projection.floats[11 ]+ view.floats[7]*projection.floats[15],
view.floats[8]*projection.floats[0 ]+ view.floats[9]*projection.floats[4 ]+ view.floats[10]*projection.floats[8 ]+ view.floats[11]*projection.floats[12],
view.floats[8]*projection.floats[1 ]+ view.floats[9]*projection.floats[5 ]+ view.floats[10]*projection.floats[9 ]+ view.floats[11]*projection.floats[13],
view.floats[8]*projection.floats[2 ]+ view.floats[9]*projection.floats[6 ]+ view.floats[10]*projection.floats[10 ]+ view.floats[11]*projection.floats[14],
view.floats[8]*projection.floats[3 ]+ view.floats[9]*projection.floats[7 ]+ view.floats[10]*projection.floats[11 ]+ view.floats[11]*projection.floats[15],
view.floats[12]*projection.floats[0 ]+ view.floats[13]*projection.floats[4 ]+ view.floats[14]*projection.floats[8 ]+ view.floats[15]*projection.floats[12],
view.floats[12]*projection.floats[1 ]+ view.floats[13]*projection.floats[5 ]+ view.floats[14]*projection.floats[9 ]+ view.floats[15]*projection.floats[13],
view.floats[12]*projection.floats[2 ]+ view.floats[13]*projection.floats[6 ]+ view.floats[14]*projection.floats[10 ]+ view.floats[15]*projection.floats[14],
view.floats[12]*projection.floats[3 ]+ view.floats[13]*projection.floats[7 ]+ view.floats[14]*projection.floats[11 ]+ view.floats[15]*projection.floats[15 ]};
// Calculate inverted matrix -> MatrixInvert(matViewProj);
// Cache the matrix values (speed optimization)
a00 := matViewProj.floats[0]; a01 := matViewProj.floats[1]; a02 := matViewProj.floats[2]; a03 := matViewProj.floats[3];
a10 := matViewProj.floats[4]; a11 := matViewProj.floats[5]; a12 := matViewProj.floats[6]; a13 := matViewProj.floats[7];
a20 := matViewProj.floats[8]; a21 := matViewProj.floats[9]; a22 := matViewProj.floats[10]; a23 := matViewProj.floats[11];
a30 := matViewProj.floats[12]; a31 := matViewProj.floats[13]; a32 := matViewProj.floats[14]; a33 := matViewProj.floats[15];
b00 := a00*a11 - a01*a10;
b01 := a00*a12 - a02*a10;
b02 := a00*a13 - a03*a10;
b03 := a01*a12 - a02*a11;
b04 := a01*a13 - a03*a11;
b05 := a02*a13 - a03*a12;
b06 := a20*a31 - a21*a30;
b07 := a20*a32 - a22*a30;
b08 := a20*a33 - a23*a30;
b09 := a21*a32 - a22*a31;
b10 := a21*a33 - a23*a31;
b11 := a22*a33 - a23*a32;
// Calculate the invert determinant (inlined to avoid double-caching)
invDet : float = 1.0/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
matViewProjInv := Matrix4.{
(a11*b11 - a12*b10 + a13*b09)*invDet,
(-a01*b11 + a02*b10 - a03*b09)*invDet,
(a31*b05 - a32*b04 + a33*b03)*invDet,
(-a21*b05 + a22*b04 - a23*b03)*invDet,
(-a10*b11 + a12*b08 - a13*b07)*invDet,
(a00*b11 - a02*b08 + a03*b07)*invDet,
(-a30*b05 + a32*b02 - a33*b01)*invDet,
(a20*b05 - a22*b02 + a23*b01)*invDet,
(a10*b10 - a11*b08 + a13*b06)*invDet,
(-a00*b10 + a01*b08 - a03*b06)*invDet,
(a30*b04 - a31*b02 + a33*b00)*invDet,
(-a20*b04 + a21*b02 - a23*b00)*invDet,
(-a10*b09 + a11*b07 - a12*b06)*invDet,
(a00*b09 - a01*b07 + a02*b06)*invDet,
(-a30*b03 + a31*b01 - a32*b00)*invDet,
(a20*b03 - a21*b01 + a22*b00)*invDet };
// Create quaternion from source point
quat: Quaternion = .{ source.x, source.y, source.z, 1.0 };
// Multiply quat point by unprojecte matrix
qtransformed : Quaternion = .{ // QuaternionTransform(quat, matViewProjInv)
matViewProjInv.floats[0]*quat.x + matViewProjInv.floats[4]*quat.y + matViewProjInv.floats[8]*quat.z + matViewProjInv.floats[12]*quat.w,
matViewProjInv.floats[1]*quat.x + matViewProjInv.floats[5]*quat.y + matViewProjInv.floats[9]*quat.z + matViewProjInv.floats[13]*quat.w,
matViewProjInv.floats[2]*quat.x + matViewProjInv.floats[6]*quat.y + matViewProjInv.floats[10]*quat.z + matViewProjInv.floats[14]*quat.w,
matViewProjInv.floats[3]*quat.x + matViewProjInv.floats[7]*quat.y + matViewProjInv.floats[11]*quat.z + matViewProjInv.floats[15]*quat.w };
// Normalized world points in vectors
result.x = qtransformed.x/qtransformed.w;
result.y = qtransformed.y/qtransformed.w;
result.z = qtransformed.z/qtransformed.w;
return result;
}