summaryrefslogtreecommitdiff
path: root/archive/src/maths/primitives.c
diff options
context:
space:
mode:
authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-10-05 12:48:05 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-10-05 12:48:05 +1000
commitdfb6adbcbcc7d50b770b6d5ea82efdd8f8c32e25 (patch)
treea470b91a90716d7ea46fde53ed395449c24583a2 /archive/src/maths/primitives.c
parent54354e32c6498cc7f8839ab4deb1208d37216cc5 (diff)
delete documentation workflow
Diffstat (limited to 'archive/src/maths/primitives.c')
-rw-r--r--archive/src/maths/primitives.c343
1 files changed, 343 insertions, 0 deletions
diff --git a/archive/src/maths/primitives.c b/archive/src/maths/primitives.c
new file mode 100644
index 0000000..c24d1e2
--- /dev/null
+++ b/archive/src/maths/primitives.c
@@ -0,0 +1,343 @@
+#include "primitives.h"
+#include "colours.h"
+#include "log.h"
+#include "maths.h"
+#include "maths_types.h"
+#include "ral_types.h"
+#include "render_types.h"
+
+// --- Helpers
+
+void push_triangle(u32_darray* arr, u32 i0, u32 i1, u32 i2) {
+ u32_darray_push(arr, i0);
+ u32_darray_push(arr, i1);
+ u32_darray_push(arr, i2);
+}
+
+Vec3 plane_vertex_positions[] = {
+ (Vec3){ -0.5, 0, -0.5 },
+ (Vec3){ 0.5, 0, -0.5 },
+ (Vec3){ -0.5, 0, 0.5 },
+ (Vec3){ 0.5, 0, 0.5 },
+};
+
+Geometry Geo_CreatePlane(f32x2 extents, u32 tiling_u, u32 tiling_v) {
+ CASSERT(tiling_u >= 1 && tiling_v >= 1);
+ Vertex_darray* vertices = Vertex_darray_new(4);
+ u32_darray* indices = u32_darray_new(vertices->len);
+
+ Vec3 vert_pos[4];
+ memcpy(&vert_pos, plane_vertex_positions, sizeof(plane_vertex_positions));
+ for (int i = 0; i < 4; i++) {
+ vert_pos[i].x *= extents.x;
+ vert_pos[i].z *= extents.y;
+ }
+ VERT_3D(vertices, vert_pos[0], VEC3_Y, vec2(0, 0)); // back left
+ VERT_3D(vertices, vert_pos[1], VEC3_Y, vec2(1 * tiling_u, 0 * tiling_v)); // back right
+ VERT_3D(vertices, vert_pos[2], VEC3_Y, vec2(0, 1 * tiling_v)); // front left
+ VERT_3D(vertices, vert_pos[3], VEC3_Y, vec2(1 * tiling_u, 1 * tiling_v)); // front right
+
+ // push_triangle(indices, 0, 1, 2);
+ // push_triangle(indices, 2, 1, 3);
+ push_triangle(indices, 2, 1, 0);
+ push_triangle(indices, 1, 2, 3);
+
+ for (int i = 0; i < 4; i++) {
+ printf("Vertex %d: (%f, %f, %f)\n", i, vert_pos[i].x, vert_pos[i].y, vert_pos[i].z);
+ }
+
+ Geometry geo = { .format = VERTEX_STATIC_3D,
+ .vertices = vertices,
+ .has_indices = true,
+ .index_count = indices->len,
+ .indices = indices };
+
+ return geo;
+}
+
+Geometry Geo_CreateCuboid(f32x3 extents) {
+ Vertex_darray* vertices = Vertex_darray_new(36);
+
+ // back faces
+ VERT_3D(vertices, BACK_TOP_RIGHT, VEC3_NEG_Z, vec2(1, 0));
+ VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_Z, vec2(0, 1));
+ VERT_3D(vertices, BACK_TOP_LEFT, VEC3_NEG_Z, vec2(0, 0));
+ VERT_3D(vertices, BACK_TOP_RIGHT, VEC3_NEG_Z, vec2(1, 0));
+ VERT_3D(vertices, BACK_BOT_RIGHT, VEC3_NEG_Z, vec2(1, 1));
+ VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_Z, vec2(0, 1));
+
+ // front faces
+ VERT_3D(vertices, FRONT_BOT_LEFT, VEC3_Z, vec2(0, 1));
+ VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_Z, vec2(1, 0));
+ VERT_3D(vertices, FRONT_TOP_LEFT, VEC3_Z, vec2(0, 0));
+ VERT_3D(vertices, FRONT_BOT_LEFT, VEC3_Z, vec2(0, 1));
+ VERT_3D(vertices, FRONT_BOT_RIGHT, VEC3_Z, vec2(1, 1));
+ VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_Z, vec2(1, 0));
+
+ // top faces
+ VERT_3D(vertices, BACK_TOP_LEFT, VEC3_Y, vec2(0, 0));
+ VERT_3D(vertices, FRONT_TOP_LEFT, VEC3_Y, vec2(0, 1));
+ VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_Y, vec2(1, 1));
+ VERT_3D(vertices, BACK_TOP_LEFT, VEC3_Y, vec2(0, 0));
+ VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_Y, vec2(1, 1));
+ VERT_3D(vertices, BACK_TOP_RIGHT, VEC3_Y, vec2(1, 0));
+
+ // bottom faces
+ VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_Y, vec2(0, 1));
+ VERT_3D(vertices, FRONT_BOT_RIGHT, VEC3_NEG_Y, vec2(1, 1));
+ VERT_3D(vertices, FRONT_BOT_LEFT, VEC3_NEG_Y, vec2(0, 1));
+ VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_Y, vec2(0, 1));
+ VERT_3D(vertices, BACK_BOT_RIGHT, VEC3_NEG_Y, vec2(1, 1));
+ VERT_3D(vertices, FRONT_BOT_RIGHT, VEC3_NEG_Y, vec2(0, 1));
+
+ // right faces
+ VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_X, vec2(0, 0));
+ VERT_3D(vertices, BACK_BOT_RIGHT, VEC3_X, vec2(1, 1));
+ VERT_3D(vertices, BACK_TOP_RIGHT, VEC3_X, vec2(1, 0));
+ VERT_3D(vertices, BACK_BOT_RIGHT, VEC3_X, vec2(1, 1));
+ VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_X, vec2(0, 0));
+ VERT_3D(vertices, FRONT_BOT_RIGHT, VEC3_X, vec2(0, 1));
+
+ // left faces
+ VERT_3D(vertices, FRONT_TOP_LEFT, VEC3_NEG_X, vec2(0, 0));
+ VERT_3D(vertices, BACK_TOP_LEFT, VEC3_NEG_X, vec2(0, 0));
+ VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_X, vec2(0, 0));
+ VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_X, vec2(0, 0));
+ VERT_3D(vertices, FRONT_BOT_LEFT, VEC3_NEG_X, vec2(0, 0));
+ VERT_3D(vertices, FRONT_TOP_LEFT, VEC3_NEG_X, vec2(0, 0));
+
+ u32_darray* indices = u32_darray_new(vertices->len);
+
+ for (u32 i = 0; i < vertices->len; i++) {
+ u32_darray_push(indices, i);
+ vertices->data[i].static_3d.position =
+ vec3_sub(vertices->data[i].static_3d.position,
+ vec3(0.5, 0.5, 0.5)); // make center of the cube is the origin of mesh space
+ }
+
+ Geometry geo = {
+ .format = VERTEX_STATIC_3D,
+ .vertices = vertices,
+ .has_indices = true,
+ .index_count = indices->len,
+ .indices = indices, // FIXME: make darray methods that return stack allocated struct
+ };
+
+ return geo;
+}
+
+// --- Spheres
+
+Vec3 spherical_to_cartesian_coords(f32 rho, f32 theta, f32 phi) {
+ f32 x = rho * sin(phi) * cos(theta);
+ f32 y = rho * cos(phi);
+ f32 z = rho * sin(phi) * sin(theta);
+ return vec3(x, y, z);
+}
+
+Geometry Geo_CreateUVsphere(f32 radius, u32 north_south_lines, u32 east_west_lines) {
+ assert(east_west_lines >= 3); // sphere will be degenerate and look gacked without at least 3
+ assert(north_south_lines >= 3);
+
+ Vertex_darray* vertices = Vertex_darray_new(2 + (east_west_lines - 1) * north_south_lines);
+
+ // Create a UV sphere with spherical coordinates
+ // a point P on the unit sphere can be represented P(r, theta, phi)
+ // for each vertex we must convert that to a cartesian R3 coordinate
+
+ // Top point
+ Vertex top = { .static_3d = { .position = vec3(0, radius, 0),
+ .normal = vec3_normalise(vec3(0, radius, 0)),
+ .tex_coords = vec2(0, 0) } };
+ Vertex_darray_push(vertices, top);
+
+ // parallels
+ for (u32 i = 0; i < (east_west_lines - 1); i++) {
+ // phi should range from 0 to pi
+ f32 phi = PI * (((f32)i + 1) / (f32)east_west_lines);
+
+ // meridians
+ for (u32 j = 0; j < east_west_lines; j++) {
+ // theta should range from 0 to 2PI
+ f32 theta = TAU * ((f32)j / (f32)north_south_lines);
+ Vec3 position = spherical_to_cartesian_coords(radius, theta, phi);
+ // f32 d = vec3_len(position);
+ // print_vec3(position);
+ // printf("Phi %f Theta %f d %d\n", phi, theta, d);
+ // assert(d == radius); // all points on the sphere should be 'radius' away from the origin
+ Vertex v = { .static_3d = {
+ .position = position,
+ .normal =
+ vec3_normalise(position), // normal vector on sphere is same as position
+ .tex_coords = vec2(0, 0) // TODO
+ } };
+ Vertex_darray_push(vertices, v);
+ }
+ }
+
+ // Bottom point
+ Vertex bot = { .static_3d = { .position = vec3(0, -radius, 0),
+ .normal = vec3_normalise(vec3(0, -radius, 0)),
+ .tex_coords = vec2(0, 0) } };
+ Vertex_darray_push(vertices, bot);
+
+ u32_darray* indices = u32_darray_new(1);
+
+ // top bottom rings
+ for (u32 i = 0; i < north_south_lines; i++) {
+ u32 i1 = i + 1;
+ u32 i2 = (i + 1) % north_south_lines + 1;
+ push_triangle(indices, 0, i2, i1);
+ /* TRACE("Push triangle (%.2f %.2f %.2f)->(%.2f %.2f %.2f)->(%.2f %.2f %.2f)\n", */
+ /* vertices->data[0].static_3d.position.x, vertices->data[0].static_3d.position.y, */
+ /* vertices->data[0].static_3d.position.z, vertices->data[i1].static_3d.position.x, */
+ /* vertices->data[i1].static_3d.position.y, vertices->data[i1].static_3d.position.z, */
+ /* vertices->data[i2].static_3d.position.x, vertices->data[i2].static_3d.position.y, */
+ /* vertices->data[i2].static_3d.position.z); */
+ u32 bot = vertices->len - 1;
+ u32 i3 = i + north_south_lines * (east_west_lines - 2) + 1;
+ u32 i4 = (i + 1) % north_south_lines + north_south_lines * (east_west_lines - 2) + 1;
+ push_triangle(indices, bot, i3, i4);
+ }
+
+ // quads
+ for (u32 i = 0; i < east_west_lines - 2; i++) {
+ u32 ring_start = i * north_south_lines + 1;
+ u32 next_ring_start = (i + 1) * north_south_lines + 1;
+ /* printf("ring start %d next ring start %d\n", ring_start, next_ring_start); */
+ /* print_vec3(vertices->data[ring_start].static_3d.position); */
+ /* print_vec3(vertices->data[next_ring_start].static_3d.position); */
+ for (u32 j = 0; j < north_south_lines; j++) {
+ u32 i0 = ring_start + j;
+ u32 i1 = next_ring_start + j;
+ u32 i2 = ring_start + (j + 1) % north_south_lines;
+ u32 i3 = next_ring_start + (j + 1) % north_south_lines;
+ push_triangle(indices, i0, i2, i1);
+ /* TRACE("Push triangle (%.2f %.2f %.2f)->(%.2f %.2f %.2f)->(%.2f %.2f %.2f)\n", */
+ /* vertices->data[i0].static_3d.position.x, vertices->data[i0].static_3d.position.y, */
+ /* vertices->data[i0].static_3d.position.z, vertices->data[i1].static_3d.position.x, */
+ /* vertices->data[i1].static_3d.position.y, vertices->data[i1].static_3d.position.z, */
+ /* vertices->data[i2].static_3d.position.x, vertices->data[i2].static_3d.position.y, */
+ /* vertices->data[i2].static_3d.position.z); */
+ push_triangle(indices, i1, i2, i3);
+ }
+ }
+
+ Geometry geo = {
+ .format = VERTEX_STATIC_3D,
+ .vertices = vertices,
+ .has_indices = true,
+ .index_count = indices->len,
+ .indices = indices,
+ };
+
+ return geo;
+}
+
+Geometry Geo_CreateCone(f32 radius, f32 height, u32 resolution) {
+ Vertex_darray* vertices = Vertex_darray_new((resolution + 1) * 2);
+ u32_darray* indices = u32_darray_new(resolution * 2 * 3);
+
+ // TODO: decide how UVs are unwrapped
+
+ // tip
+ VERT_3D(vertices, vec3(0.0, height, 0.0), VEC3_Y, vec2(0, 0));
+
+ // sides
+ f32 step = TAU / resolution;
+
+ for (u32 i = 0; i < resolution; i++) {
+ f32 x = cos(step * i) * radius;
+ f32 z = sin(step * i) * radius;
+ Vec3 pos = vec3(x, 0.0, z);
+ Vec3 tip_to_vertex = vec3_sub(pos, vertices->data[0].static_3d.position);
+ Vec3 center_to_vertex = pos;
+ Vec3 tangent = vec3_cross(VEC3_Y, center_to_vertex);
+ Vec3 normal_dir = vec3_cross(tangent, tip_to_vertex);
+ Vec3 normal = vec3_normalise(normal_dir);
+ VERT_3D(vertices, pos, normal, vec2(0, 0));
+ }
+ for (u32 i = 1; i < resolution; i++) {
+ push_triangle(indices, 0, i + 1, i);
+ }
+ push_triangle(indices, 0, 1, resolution);
+
+ // base center
+ u32 center_idx = vertices->len;
+ VERT_3D(vertices, VEC3_ZERO, VEC3_NEG_Y, vec2(0, 0));
+
+ // base circle
+ for (u32 i = 0; i < resolution; i++) {
+ f32 x = cos(step * i) * radius;
+ f32 z = sin(step * i) * radius;
+ VERT_3D(vertices, vec3(x, 0.0, z), VEC3_NEG_Z, vec2(0, 0));
+ }
+ for (u32 i = 1; i < resolution; i++) {
+ push_triangle(indices, center_idx, center_idx + i, center_idx + i + 1);
+ }
+ push_triangle(indices, center_idx, center_idx + resolution, center_idx + 1);
+
+ Geometry geo = {
+ .format = VERTEX_STATIC_3D,
+ .vertices = vertices,
+ .has_indices = true,
+ .index_count = indices->len,
+ .indices = indices,
+ };
+ return geo;
+}
+
+Geometry Geo_CreateCylinder(f32 radius, f32 height, u32 resolution) {
+ Vertex_darray* vertices = Vertex_darray_new(1);
+ u32_darray* indices = u32_darray_new(1);
+
+ f32 step = TAU / resolution;
+
+ // bot cap
+ VERT_3D(vertices, VEC3_ZERO, VEC3_NEG_Y, vec2(0, 0));
+ for (u32 i = 0; i < resolution; i++) {
+ VERT_3D(vertices, vec3(cos(step * i) * radius, 0.0, sin(step * i) * radius), VEC3_NEG_Y,
+ vec2(0, 0));
+ }
+ for (u32 i = 1; i < resolution; i++) {
+ push_triangle(indices, 0, i, i + 1);
+ }
+ push_triangle(indices, 0, resolution, 1);
+
+ // top cap
+ u32 center_idx = vertices->len;
+ VERT_3D(vertices, vec3(0.0, height, 0.0), VEC3_Y, vec2(0, 0));
+ for (u32 i = 0; i < resolution; i++) {
+ VERT_3D(vertices, vec3(cos(step * i) * radius, height, sin(step * i) * radius), VEC3_Y,
+ vec2(0, 0));
+ }
+ for (u32 i = 1; i < resolution; i++) {
+ push_triangle(indices, center_idx, center_idx + i + 1, center_idx + i);
+ }
+ push_triangle(indices, center_idx, center_idx + 1, center_idx + resolution);
+
+ // sides
+ u32 sides_start = vertices->len;
+ for (u32 i = 0; i < resolution; i++) {
+ f32 x = cos(step * i) * radius;
+ f32 z = sin(step * i) * radius;
+ // top then bottom
+ VERT_3D(vertices, vec3(x, height, z), vec3_normalise(vec3(x, 0.0, z)), vec2(0, 0));
+ VERT_3D(vertices, vec3(x, 0.0, z), vec3_normalise(vec3(x, 0.0, z)), vec2(0, 0));
+ }
+ for (u32 i = 0; i < resolution; i++) {
+ u32 current = sides_start + i * 2;
+ u32 next = sides_start + ((i + 1) % resolution) * 2;
+ push_triangle(indices, current, next, current + 1);
+ push_triangle(indices, current + 1, next, next + 1);
+ }
+
+ Geometry geo = {
+ .format = VERTEX_STATIC_3D,
+ .vertices = vertices,
+ .has_indices = true,
+ .index_count = indices->len,
+ .indices = indices,
+ };
+ return geo;
+}