cube draws. fixed double transpose-error.
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@ -1,5 +1,5 @@
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# camera: eye, center, up, fovy, width, height
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camera 5 2 5 0 0 0 0 1 0 45 50 50
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camera 5 2 5 0 0 0 0 1 0 45 500 500
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# recursion depth
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depth 1
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@ -89,6 +89,7 @@ initializeMeshes p = traverse (initializeMeshes' p)
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let filename = p </> (B8.unpack f) in
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do
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d <- lift $ B.readFile filename
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lift $ print filename
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mesh <- hoistEither $ parseMesh s m d
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return mesh
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initializeMeshes' _ a = return a
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@ -119,4 +120,4 @@ main = do
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v3ToPixel :: Int -> Vector (V3 Word8) -> Int -> Int -> PixelRGB8
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v3ToPixel w vec x y = PixelRGB8 r g b
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where
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V3 r g b = vec ! (x*w+y)
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V3 r g b = vec ! (y*w+x)
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@ -1,4 +1,4 @@
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{-# LANGUAGE OverloadedStrings #-}
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{-# LANGUAGE OverloadedStrings, BangPatterns #-}
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module Scene.Parser (parseScene, parseMesh) where
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import Control.Applicative
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@ -201,12 +201,12 @@ parseMesh' s m = do
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skipSpace
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_ <- decimal --ignored in our OFF-Files
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skipSpace
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verts <- D.trace (show v ++ " verts") $ A8.count v parseVector
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faces <- D.trace (show f ++ " faces") $ A8.count f parseTriangle
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! verts <- D.trace (show v ++ " verts") $ A8.count v parseVector
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! faces <- D.trace (show f ++ " faces") $ A8.count f parseTriangle
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-- whatever should be parsed afterwards in OFF..
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let
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mv = IM.fromList $ P.zip [0..] verts
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mf = IM.fromList $ P.zip [0..] faces
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! mv = IM.fromList $ P.zip [0..] verts
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! mf = IM.fromList $ P.zip [0..] faces
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mfn = normal mv <$> mf
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normal :: IntMap (V3 Float) -> V3 Int -> V3 Float
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normal verts (V3 v1 v2 v3) = normalize $ cross (verts ! v2 - verts ! v1)
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@ -217,7 +217,7 @@ parseMesh' s m = do
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--TODO: weight sum with opening-angle!
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where
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fs = keys $ IM.filter (\(V3 a b c) -> P.any (==i) [a,b,c]) faces
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bounds = f b
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! bounds = f b
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where
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f ((V3 a b c),(V3 x y z)) = BoundingBox
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{ boundX = (a,x)
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@ -227,7 +227,7 @@ parseMesh' s m = do
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b = F.foldl' minmax (V3 (-infty) (-infty) (-infty), V3 infty infty infty) mv
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minmax (maxin,minin) vec = (max <$> maxin <*> vec, min <$> minin <*> vec)
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infty = 9999999999999 :: Float
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return $ D.trace ("verts: "++show verts++"\nfaces:"++show faces) (OpI Mesh
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return $ OpI Mesh
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{ meshShading = s
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, meshMaterial = m
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, meshVertices = mv
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@ -235,7 +235,7 @@ parseMesh' s m = do
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, meshNormals = mn
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, meshFaceNormals = mfn
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, meshBounds = bounds
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})
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}
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parseTriangle :: Parser (V3 Int)
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parseTriangle = do
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@ -39,8 +39,8 @@ render w h s index = V3 (ci cr) (ci cg) (ci cb)
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(V3 cr cg cb) = getColorFromRay (sceneRecursions s) ray s
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ray@(Ray co _) = camRay x y (sceneCamera s)
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y = fromIntegral $ h - (index `mod` w) - 1
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x = fromIntegral $ index `div` w
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y = fromIntegral $ h - (index `div` w) - 1
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x = fromIntegral $ index `mod` w
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ci = floor . (clamp 0 255) . (*255)
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--wrong format:
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--Ray (eye cam) $ rotCam x y w h (center cam - eye cam) (up cam) (fovy cam)
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@ -152,7 +152,7 @@ intersect (Ray ro rd) m@(M (Mesh s _ v f vn fn b)) = case catMaybes . elems $ po
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hitsFlat verts norm f (V3 w1 w2 w3) =
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if det == 0 || t < epsilon || not det2
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then Nothing
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else D.trace (show t ++ "\t" ++ show pos) (Just $ Collision pos (norm IM.! f) t m)
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else Just $ Collision pos (norm IM.! f) t m
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where
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! det = dot rd' (norm IM.! f) --do we hit the plane
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rd' = normalize rd
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@ -160,12 +160,12 @@ intersect (Ray ro rd) m@(M (Mesh s _ v f vn fn b)) = case catMaybes . elems $ po
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pos = ro + t *^ rd' --where do we hit the plane
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v1 = (verts IM.! w2) - (verts IM.! w1)
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v2 = (verts IM.! w3) - (verts IM.! w1)
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det2m = fromJust $ inv33 $ V3 v1 v2 (norm IM.! f) -- base-change-matrix into triangle-coordinates
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det2m = fromJust $ inv33 $ transpose $ V3 v1 v2 (norm IM.! f) -- base-change-matrix into triangle-coordinates
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det2v = det2m !* (pos - (verts IM.! w1))
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-- fromJust is justified as we only make a base-change and all 3
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-- vectors are linear independent.
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det2 = det2v ^. _x > 0 && det2v ^. _y > 0
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&& det2v ^. _x + det2v ^. _y < 1
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det2 = det2v ^. _x >= 0 && det2v ^. _y >= 0
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&& det2v ^. _x + det2v ^. _y <= 1
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--hitsPhong :: IntMap (V3 Float) -> IntMap (V3 Float) -> V3 Int -> Maybe Collision
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-- deprecated - wrong calculation of rays.
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