Sphere works

This commit is contained in:
Confideo-IOM
2026-09-05 21:56:45 +01:00
parent d76df7f61b
commit ad8695b7a4
26 changed files with 142 additions and 77 deletions
@@ -21,27 +21,40 @@ void HydraPlanetQuadActor::InitialiseComponents()
// _CreatePhysics();
_CreateMaterial();
_CreateRenderableComponent();
}
}
void HydraPlanetQuadActor::DeferredInitialiseComponents()
{
}
void HydraPlanetQuadActor::InitialiseQuad(float planet_diameter, float quad_dimension, uint32_t divisions, glm::vec3 origin)
void HydraPlanetQuadActor::InitialiseQuad(float planet_diameter, float quad_dimension, uint32_t divisions, glm::dvec3 origin, glm::vec3 orientation)
{
m_divisions = divisions;
m_planet_diameter = planet_diameter;
m_origin = origin;
m_quad_dimension = quad_dimension;
GetEngine()->ActorManager()->SetPositionAndOrientation(GetID(), origin, orientation, true);
_CreateMesh();
}
glm::vec3 HydraPlanetQuadActor::_ProjectSphere(glm::dvec4 vert_in, glm::mat4 trans, glm::mat4 inv_trans, double diameter, glm::vec3 origin)
{
glm::dvec4 vert = trans * vert_in;
vert = glm::normalize(vert);
vert.x *= (m_planet_diameter / 2.0);
vert.y *= (m_planet_diameter / 2.0);
vert.z *= (m_planet_diameter / 2.0);
vert = inv_trans * glm::dvec4(vert.x, vert.y, vert.z, 1.0);
return glm::vec3(vert);
}
void HydraPlanetQuadActor::_CreatePosition()
{
HydraECS *ecs = GetEngine()->ECS();
HydraPositionComponent position_component;
ecs->AddComponent<HydraPositionComponent>(GetID(), position_component);
}
@@ -52,12 +65,13 @@ void HydraPlanetQuadActor::_CreateMesh()
HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
HydraPositionComponent pos_comp = GetEngine()->ECS()->GetComponent<HydraPositionComponent>(GetID());
uint32_t vert_counts = m_divisions * m_divisions;
uint32_t index_counts = ((m_divisions - 1) * (m_divisions -1)) * 6;
uint32_t index_counts = ((m_divisions - 1) * (m_divisions - 1)) * 6;
mesh->vertexes.resize(vert_counts);
mesh->indexes.resize(index_counts);
float min_x = -m_quad_dimension / 2.0f;
float min_y = -m_quad_dimension / 2.0f;
float min_z = 0.0f;
@@ -65,22 +79,22 @@ void HydraPlanetQuadActor::_CreateMesh()
float max_x = m_quad_dimension / 2.0f;
float max_y = m_quad_dimension / 2.0f;
float max_z = 0.0f;
float min_u = 0;
float min_v = 1;
float max_u = 1;
float min_u = 0;
float min_v = 1 * (m_divisions-1);
float max_u = 1 * (m_divisions-1);
float max_v = 0;
float xy_inc = m_quad_dimension / m_divisions;
float u_inc = max_u / (m_divisions-1);
float v_inc = -min_v / (m_divisions-1);
float xy_inc = m_quad_dimension / (m_divisions - 1);
float u_inc = max_u / (m_divisions - 1);
float v_inc = -min_v / (m_divisions - 1);
// 1---2
// | / |
// 0---3
HydraID actor_id = GetID();
float y = min_y;
float x = min_x;
float u = min_u;
@@ -88,44 +102,57 @@ void HydraPlanetQuadActor::_CreateMesh()
uint32_t vert_idx = 0;
uint32_t index_idx = 0;
//glm::mat4 trans = GetEngine()->ActorManager()->GetActorPose(actor_id);
for(uint32_t y_count = 0; y_count < m_divisions - 1; y_count ++)
glm::mat4 trans_matrix = glm::translate(pos_comp.position);
glm::mat4 rot_matrix = glm::toMat4(glm::quat(pos_comp.orientation));
glm::mat4 trans = trans_matrix * rot_matrix;
glm::mat4 inv_trans = glm::inverse(trans);
for (uint32_t y_count = 0; y_count < m_divisions - 1; y_count++)
{
for(uint32_t x_count = 0; x_count < m_divisions - 1; x_count ++)
for (uint32_t x_count = 0; x_count < m_divisions - 1; x_count++)
{
//Create Vertex
mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0};
uint32_t ind0 = vert_idx;
uint32_t ind1 = vert_idx + m_divisions;
uint32_t ind2 = vert_idx + m_divisions + 1;
uint32_t ind3 = vert_idx + 1;
// Create Vertex
mesh->indexes[index_idx + 0] = ind0;
mesh->indexes[index_idx + 1] = ind2;
mesh->indexes[index_idx + 2] = ind1;
mesh->indexes[index_idx + 3] = ind0;
mesh->indexes[index_idx + 4] = ind3;
mesh->indexes[index_idx + 5] = ind2;
x += xy_inc;
u += u_inc;
vert_idx++;
index_idx += 6;
glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0);
glm::vec3 final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0};
uint32_t ind0 = vert_idx;
uint32_t ind1 = vert_idx + m_divisions;
uint32_t ind2 = vert_idx + m_divisions + 1;
uint32_t ind3 = vert_idx + 1;
mesh->indexes[index_idx + 0] = ind0;
mesh->indexes[index_idx + 1] = ind2;
mesh->indexes[index_idx + 2] = ind1;
mesh->indexes[index_idx + 3] = ind0;
mesh->indexes[index_idx + 4] = ind3;
mesh->indexes[index_idx + 5] = ind2;
x += xy_inc;
u += u_inc;
vert_idx++;
index_idx += 6;
}
//Add the end vert but no indexes
mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0};
glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0);
glm::vec3 final_vert = _ProjectSphere(vert, trans,inv_trans, m_planet_diameter, m_origin);
mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0};
// Add the end vert but no indexes
// mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0};
vert_idx++;
y += xy_inc;
v += v_inc;
x = min_x;
u = min_u;
}
//the last row
for(uint32_t x_count = 0; x_count < m_divisions; x_count ++)
// the last row
for (uint32_t x_count = 0; x_count < m_divisions; x_count++)
{
mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0};
glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0);
glm::vec3 final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0};
x += xy_inc;
u += u_inc;
vert_idx++;