raycast works

This commit is contained in:
MegaMech
2025-02-18 15:40:08 -07:00
parent 8a21a60352
commit 7ed96b7881
3 changed files with 100 additions and 51 deletions
+89 -50
View File
@@ -54,84 +54,123 @@ void Editor::MouseClick() {
// Convert mouse to NDS screen coordinates
float x = (2.0f * mouse.x) / width - 1.0f; // Normalized X: -1 to 1
float y = 1.0f - (2.0f * -mouse.y) / height; // Normalized Y: -1 to 1
float y = 1.0f - (2.0f * mouse.y) / height; // Normalized Y: -1 to 1
float z = 1.0f; // z is typically 1.0 for the near plane
float rayClip[4] = {x, y, z, 1.0f};
FVector4 rayClip = {x, y, z, 1.0f};
// printf("rayClip %f %f %f\n", x, y, z);
Mat4 inversePerspMtx;
Mat4 perspMtx;
guMtxL2F(perspMtx, &gGfxPools->mtxPersp[0]);
Mat4 lookAtMtx;
guMtxL2F(lookAtMtx, &gGfxPools->mtxLookAt[0]);
u16 perspNorm;
guPerspectiveF(perspMtx, &perspNorm, gCameraZoom[0], gScreenAspect, CM_GetProps()->NearPersp, CM_GetProps()->FarPersp, 1.0f);
Mat4 combinedMtx;
mtxf_multiplication(combinedMtx, lookAtMtx, perspMtx);
Mat4 inverseViewMtx;
float invRayWor[4];
Editor::Inverse((MtxF*)&combinedMtx[0][0], (MtxF*)&inverseViewMtx[0][0]);
MultiplyMatrixVector(inverseViewMtx, rayClip, invRayWor);
Vec3f direction = {invRayWor[0], invRayWor[1], invRayWor[2]};
float rayLength = 400.0f;
float nearPlaneOffset = 9.0f;
Vec3f rayStart;
rayStart[0] = camera->pos[0];// + direction[0] * nearPlaneOffset;
rayStart[1] = camera->pos[1];// + direction[1] * nearPlaneOffset;
rayStart[2] = camera->pos[2];// + direction[2] * nearPlaneOffset;
Vec3f rayEnd;
rayEnd[0] = (rayStart[0] + direction[0] * 400.0); //* (rayLength + ray_wor[0]);
rayEnd[1] = (rayStart[1] + direction[1] * 400.0); //* (rayLength + ray_wor[1]);
rayEnd[2] = (rayStart[2] + direction[2] * 400.0); // * (rayLength + ray_wor[2]);
_ray[0] = direction[0];
_ray[1] = direction[1];
_ray[2] = direction[2];
printf("cam pos %f, ray*len %f, cam+ray*len %f, brckt %f\n", camera->pos[0], _ray[0] * 300, camera->pos[0] + _ray[0] * 300, camera->pos[0] + (_ray[0] * 300));
// printf("pos %f %f %f dir %f %f %f\n", camera->pos[0], camera->pos[1], camera->pos[2], rayLength * ray_wor[0], rayLength * ray_wor[1], rayLength * ray_wor[2]);
//printf("3 %f %f %f\n", direction[0], direction[1], direction[2]);
object->Pos.x = rayEnd[0];
object->Pos.y = rayEnd[1];
object->Pos.z = rayEnd[2];
Mat4 inversePerspMtx;
if (Editor::Inverse((MtxF*)&perspMtx, (MtxF*)&inversePerspMtx) != 2) {
FVector4 rayEye = MultiplyMatrixVector(inversePerspMtx, (float*)&rayClip.x);
Mat4 lookAtMtx;
guLookAtF(lookAtMtx, camera->pos[0], camera->pos[1], camera->pos[2], camera->lookAt[0], camera->lookAt[1], camera->lookAt[2], camera->up[0], camera->up[1], camera->up[2]);
//Mat4 combinedMtx;
// mtxf_multiplication(combinedMtx, lookAtMtx, perspMtx);
Mat4 inverseViewMtx;
if (Editor::Inverse((MtxF*)&lookAtMtx, (MtxF*)&inverseViewMtx[0][0]) != 2) {
rayEye.w = 0;
FVector4 invRayWor = MultiplyMatrixVector(inverseViewMtx, (float*)&rayEye.x);
//printf("rayEye %f %f %f\n", invRayWor.x, invRayWor.y, invRayWor.z);
FVector direction;
direction = FVector(invRayWor.x, invRayWor.y, invRayWor.z);
// if (invRayWor.w != 1) {
// direction = FVector(invRayWor.x / invRayWor.w, invRayWor.y / invRayWor.w, invRayWor.z / invRayWor.w);
printf("3 %f %f %f div\n", direction.x, direction.y, direction.z);
// } else {
// printf("3 %f %f %f\n", direction.x, direction.y, direction.z);
// }
float rayLength = 400.0f;
float nearPlaneOffset = 1.0f;
FVector camDirection;
camDirection.x = camera->lookAt[0] - camera->pos[0];
camDirection.y = camera->lookAt[1] - camera->pos[1];
camDirection.z = camera->lookAt[2] - camera->pos[2];
float length = sqrt(camDirection.x * camDirection.x + camDirection.y * camDirection.y + camDirection.z * camDirection.x);
if (length != 0) {
camDirection.x /= length; camDirection.y /= length; camDirection.z /= length;
}
FVector rayStart;
rayStart.x = camera->pos[0];// + direction.x * nearPlaneOffset;
rayStart.y = camera->pos[1];// + direction.y * nearPlaneOffset;
rayStart.z = camera->pos[2];// + direction.z * nearPlaneOffset;
// FVector rotatedDirection = RotateVectorWithMatrix(direction, camera->lookAt);
FVector rayEnd;
rayEnd.x = 0; //* (rayLength + ray_wor[0]);
rayEnd.y = 0; //* (rayLength + ray_wor[1]);
rayEnd.z = 0; // * (rayLength + ray_wor[2]);
float length2 = 400.0f;
FVector ray;
ray.x = (rayStart.x + rayEnd.x) + direction.x * length2;
ray.y = (rayStart.y + rayEnd.y) + direction.y * length2;
ray.z = (rayStart.z + rayEnd.z) + direction.z * length2;
_ray[0] = ray.x;
_ray[1] = ray.y;
_ray[2] = ray.z;
// printf("cam pos %f, ray*len %f, cam+ray*len %f, brckt %f\n", camera->pos[0], _ray[0] * 300, camera->pos[0] + _ray[0] * 300, camera->pos[0] + (_ray[0] * 300));
// printf("pos %f %f %f dir %f %f %f\n", camera->pos[0], camera->pos[1], camera->pos[2], rayLength * ray_wor[0], rayLength * ray_wor[1], rayLength * ray_wor[2]);
object->Pos.x = ray.x;
object->Pos.y = ray.y;
object->Pos.z = ray.z;
}
}
}
void Editor::Draw() {
if (_draw) {
// DrawObj(0);
//DrawObj(5);
//DrawObj(100);
//DrawObj(500);
DrawObj(20);
DrawObj(100);
//DrawObj(1000);
DrawObj(2000);
//DrawObj(2000);
}
}
void Editor::DrawObj(float length) {
Mat4 mtx;
Vec3f pos2 = { cameras[0].pos[0] + _ray[0] * length, cameras[0].pos[1] + _ray[1] * length,
cameras[0].pos[2] + _ray[2] * length };
Vec3f pos2 = { _ray[0], _ray[1], _ray[2] };
mtxf_translate(mtx, pos2);
mtxf_scale(mtx, 0.1);
mtxf_scale(mtx, 0.03);
render_set_position(mtx, 0);
gSPDisplayList(gDisplayListHead++, Editor::box_Cube_mesh);
}
void Editor::MultiplyMatrixVector(float matrix[4][4], float vector[4], float result[4]) {
FVector4 Editor::MultiplyMatrixVector(float matrix[4][4], float vector[4]) {
FVector4 result;
float* resultPtr = &result.x;
for (int i = 0; i < 4; i++) {
result[i] = 0.0f;
resultPtr[i] = 0;
for (int j = 0; j < 4; j++) {
result[i] += matrix[i][j] * vector[j];
resultPtr[i] += matrix[j][i] * vector[j]; // Swap [i][j] → [j][i] for column order
}
}
return result;
}
s32 Editor::Inverse(MtxF* src, MtxF* dest) {