Files
wolf_renderer/src/points.rs
T
2026-01-16 16:32:31 +11:00

160 lines
4.7 KiB
Rust

use crate::consts::*;
#[derive(Debug, Clone, Copy)]
pub struct Point2D {
pub x: f64,
pub y: f64
}
#[derive(Debug, Clone, Copy)]
pub struct Point3D {
pub x: f64, pub y: f64, pub z: f64
}
/// `object::update()` MUST be run on every modification of `vertices`
#[derive(Debug)]
pub struct Object {
pub vertices: Vec<Point3D>,
pub edges: Vec<(Point3D, Point3D)>,
pub edge_indices: Vec<(usize, usize)>,
pub triangles: Vec<(Point3D, Point3D, Point3D)>,
pub triangle_indices: Vec<(usize, usize, usize)>,
pub faces: Vec<Vec<Point3D>>,
pub face_indices: Vec<Vec<usize>>,
}
impl Object {
/// Takes a vector of vertices and a vector of indices for each of the `edge_indices` and
/// `triangle_indices` parameters. These indices index the `vertices` array and represent the
/// endpoints of the line segment (in the case of an edge) or the vertices of the triangle
/// (in the case of a triangle)
// TODO: use [Yoke](https://crates.io/crates/yoke)
pub fn new(vertices: Vec<Point3D>,
edge_indices: Vec<(usize, usize)>,
face_indices: Vec<Vec<usize>>) -> Self {
let mut ret = Self {
vertices,
edges: vec![],
edge_indices,
triangles: vec![],
triangle_indices: vec![],
faces: vec![vec![]],
face_indices
};
for (i_start, i_end) in ret.edge_indices.iter() {
ret.edges.push((ret.vertices[*i_start], ret.vertices[*i_end]));
}
for (i_one, i_two, i_three /* The three vertices of the triangle */) in ret.triangle_indices.iter() {
ret.triangles.push((ret.vertices[*i_one], ret.vertices[*i_two], ret.vertices[*i_three]));
}
ret
}
fn ear_clip(_polygon: &Vec<Point3D>) -> Vec<(Point3D, Point3D, Point3D)> {
todo!()
}
/// Updates the `edges` and `faces` to correspond to updated vertices.
/// Triangulates based on the faces array.
pub fn update(&mut self) {
// OPTIMISATION: Do we need to re-initalise self.{edges, faces, triangles} every execution?
self.edges = vec![];
for (i_start, i_end) in self.edge_indices.iter() {
self.edges.push((self.vertices[*i_start], self.vertices[*i_end]));
}
self.faces = vec![];
for polygon_indices in self.face_indices.iter() {
self.faces.push(polygon_indices.iter().map(|indice| self.vertices[*indice]).collect());
}
self.triangles = vec![];
for face in self.faces.iter() {
self.triangles.append(&mut Self::ear_clip(face));
}
for (i_one, i_two, i_three /* The three vertices of the triangle */) in self.triangle_indices.iter() {
self.triangles.push((self.vertices[*i_one], self.vertices[*i_two], self.vertices[*i_three]));
}
}
}
pub type Scene = Vec<Object>;
impl Point3D {
pub fn to_screen_coordinates(&self) -> Point2D {
let Point3D {x, y, z} = *self;
if z == 0.0 {
// Normalize to the interval [0, 1]
let x = (x / f64::MAX + 1.0) / 2.0;
let y = (-y / f64::MAX + 1.0) / 2.0;
let z = (z / f64::MAX + 1.0) / 2.0;
assert!(x <= 1.0 && y <= 1.0 && z <= 1.0);
Point2D {
x: x * (SCREEN_WIDTH - 1) as f64, // Scale to the interval [0, SCREEN_WIDTH)
y: y * (SCREEN_HEIGHT - 1) as f64, // Scale to the interval [0, SCREEN_HEIGHT)
}
} else {
let x = x / z;
let y = y / z;
// Normalize to the interval [0, 1]
let x = (x / f64::MAX + 1.0) / 2.0;
let y = (-y / f64::MAX + 1.0) / 2.0;
let z = (z / f64::MAX + 1.0) / 2.0;
assert!(x <= 1.0 && y <= 1.0 && z <= 1.0);
Point2D {
x: x * (SCREEN_WIDTH - 1) as f64,
y: y * (SCREEN_HEIGHT - 1) as f64,
}
}
}
pub fn distance(self, p2: &Point3D) -> f64 {
let p1 = self;
// Pythagorean formula
f64::sqrt(
f64::powf(p2.x - p1.x, 2.0) + f64::powf(p2.y - p1.y, 2.0) + f64::powf(p2.z - p1.z, 2.0) // Fix to use max and min
)
}
}
impl Point2D {
pub fn to_canvas_coordinates(&self) -> Point3D {
todo!();
}
pub fn distance(self, p2: &Point2D) -> f64 {
let p1 = self;
// Pythagorean formula
// TODO: use hypot function
f64::sqrt(
f64::powf(p2.x.max(p1.x) - p1.x.min(p2.x), 2.0)
+ f64::powf(p2.y.max(p1.y) - p1.y.min(p2.y), 2.0),
)
}
pub fn gradient(self, p2: &Point2D) -> f64 {
let p1 = self;
(p2.y - p1.y) / (p2.x - p1.x)
}
}