use of org.joml.Matrix4f in project chunkstories by Hugobros3.
the class BVHAnimation method getBoneHierarchyTransformationMatrix.
/*public Matrix4f getBoneHierarchyTransformationMatrix(String boneName, double animationTime) {
BVHTreeBone bone = getBone(boneName);
return bone.getTransformationMatrix(animationTime);
}*/
public Matrix4f getBoneHierarchyTransformationMatrix(String boneName, double animationTime) {
Matrix4f matrix = new Matrix4f();
if (frames == 0) {
System.out.println("fack you");
return matrix;
}
double frame = animationTime / 1000.0 / frameTime;
double frameUpperBound = Math.ceil(frame);
double frameLowerBound = Math.floor(frame);
double interp = frame % 1.0;
// Don't try to interpolate if we're on an exact frame
if (frameLowerBound == frameUpperBound)
interp = 0.0;
int frameLower = (int) (frameLowerBound) % frames;
int frameUpper = (int) (frameUpperBound) % frames;
matrix = getBone(boneName).getTransformationMatrixInterpolatedRecursive(frameLower, frameUpper, interp);
return matrix;
}
use of org.joml.Matrix4f in project chunkstories by Hugobros3.
the class BVHTreeBone method getTransformationMatrixInterpolatedInternal.
private Matrix4f getTransformationMatrixInterpolatedInternal(int frameLower, int frameUpper, double t) {
// Read rotation data from where it is
float rotXLower;
float rotYLower;
float rotZLower;
if (channels == 6) {
rotXLower = toRad(animationData[frameLower][3]);
rotYLower = toRad(animationData[frameLower][4]);
rotZLower = toRad(animationData[frameLower][5]);
} else {
rotXLower = toRad(animationData[frameLower][0]);
rotYLower = toRad(animationData[frameLower][1]);
rotZLower = toRad(animationData[frameLower][2]);
}
float rotXUpper;
float rotYUpper;
float rotZUpper;
if (channels == 6) {
rotXUpper = toRad(animationData[frameUpper][3]);
rotYUpper = toRad(animationData[frameUpper][4]);
rotZUpper = toRad(animationData[frameUpper][5]);
} else {
rotXUpper = toRad(animationData[frameUpper][0]);
rotYUpper = toRad(animationData[frameUpper][1]);
rotZUpper = toRad(animationData[frameUpper][2]);
}
Quaternion4d quaternionXLower = Quaternion4d.fromAxisAngle(new Vector3d(1.0, 0.0, 0.0), rotXLower);
Quaternion4d quaternionYLower = Quaternion4d.fromAxisAngle(new Vector3d(0.0, 1.0, 0.0), rotYLower);
Quaternion4d quaternionZLower = Quaternion4d.fromAxisAngle(new Vector3d(0.0, 0.0, 1.0), rotZLower);
Quaternion4d totalLower = quaternionXLower.mult(quaternionYLower).mult(quaternionZLower);
Quaternion4d quaternionXUpper = Quaternion4d.fromAxisAngle(new Vector3d(1.0, 0.0, 0.0), rotXUpper);
Quaternion4d quaternionYUpper = Quaternion4d.fromAxisAngle(new Vector3d(0.0, 1.0, 0.0), rotYUpper);
Quaternion4d quaternionZUpper = Quaternion4d.fromAxisAngle(new Vector3d(0.0, 0.0, 1.0), rotZUpper);
Quaternion4d totalUpper = (quaternionXUpper.mult(quaternionYUpper)).mult(quaternionZUpper);
Quaternion4d total = Quaternion4d.slerp(totalLower, totalUpper, t);
Matrix4f matrix = total.toMatrix4f();
// Apply transformations
if (channels == 6) {
matrix.m30(matrix.m30() + Math2.mix(animationData[frameLower][0], animationData[frameUpper][0], t));
matrix.m31(matrix.m31() + Math2.mix(animationData[frameLower][1], animationData[frameUpper][1], t));
matrix.m32(matrix.m32() + Math2.mix(animationData[frameLower][2], animationData[frameUpper][2], t));
} else // TODO check on that, I'm not sure if you should apply both when possible
{
matrix.m30(matrix.m30() + offset.x());
matrix.m31(matrix.m31() + offset.y());
matrix.m32(matrix.m32() + offset.z());
}
return BVHAnimation.transformBlenderBVHExportToChunkStoriesWorldSpace(matrix);
}
use of org.joml.Matrix4f in project chunkstories-core by Hugobros3.
the class HitBoxImpl method lineIntersection.
/**
* Tricky maths; transforms the inbound ray so the hitbox would be at 0.0.0 and axis-aligned
*/
public Vector3dc lineIntersection(Vector3dc lineStart, Vector3dc lineDirection) {
Matrix4f fromAABBToWorld = new Matrix4f(entity.getAnimatedSkeleton().getBoneHierarchyTransformationMatrix(skeletonPart, System.currentTimeMillis() % 1000000));
Matrix4f worldPositionTransformation = new Matrix4f();
Location entityLoc = entity.getLocation();
Vector3f pos = new Vector3f((float) entityLoc.x, (float) entityLoc.y, (float) entityLoc.z);
worldPositionTransformation.translate(pos);
// Creates from AABB space to worldspace
worldPositionTransformation.mul(fromAABBToWorld, fromAABBToWorld);
// Invert it.
Matrix4f fromWorldToAABB = new Matrix4f();
fromAABBToWorld.invert(fromWorldToAABB);
// Transform line start into AABB space
Vector4f lineStart4 = new Vector4f((float) lineStart.x(), (float) lineStart.y(), (float) lineStart.z(), 1.0f);
Vector4f lineDirection4 = new Vector4f((float) lineDirection.x(), (float) lineDirection.y(), (float) lineDirection.z(), 0.0f);
fromWorldToAABB.transform(lineStart4);
fromWorldToAABB.transform(lineDirection4);
Vector3d lineStartTransformed = new Vector3d(lineStart4.x(), lineStart4.y(), lineStart4.z());
Vector3d lineDirectionTransformed = new Vector3d(lineDirection4.x(), lineDirection4.y(), lineDirection4.z());
// Actual computation
Vector3dc hitPoint = box.lineIntersection(lineStartTransformed, lineDirectionTransformed);
if (hitPoint == null)
return null;
// Transform hitPoint back into world
Vector4f hitPoint4 = new Vector4f((float) hitPoint.x(), (float) hitPoint.y(), (float) hitPoint.z(), 1.0f);
fromAABBToWorld.transform(hitPoint4);
return new Vector3d((double) (float) hitPoint4.x(), (double) (float) hitPoint4.y(), (double) (float) hitPoint4.z());
}
use of org.joml.Matrix4f in project chunkstories-core by Hugobros3.
the class HitBoxImpl method draw.
/**
* Debug method to figure out if the hitbox match with the model
*/
public void draw(RenderingInterface context) {
if (!context.currentShader().getShaderName().equals("overlay")) {
context.useShader("overlay");
context.getCamera().setupShader(context.currentShader());
}
context.currentShader().setUniform1i("doTransform", 1);
Matrix4f boneTransormation = new Matrix4f(entity.getAnimatedSkeleton().getBoneHierarchyTransformationMatrix(skeletonPart, System.currentTimeMillis() % 1000000));
Matrix4f worldPositionTransformation = new Matrix4f();
Location loc = entity.getLocation();
Vector3f pos = new Vector3f((float) loc.x, (float) loc.y, (float) loc.z);
worldPositionTransformation.translate(pos);
worldPositionTransformation.mul(boneTransormation, boneTransormation);
// Scales/moves the identity box to reflect collisionBox shape
boneTransormation.translate(new Vector3f((float) box.xpos, (float) box.ypos, (float) box.zpos));
boneTransormation.scale(new Vector3f((float) box.xw, (float) box.h, (float) box.zw));
context.currentShader().setUniformMatrix4f("transform", boneTransormation);
context.unbindAttributes();
context.bindAttribute("vertexIn", context.meshes().getIdentityCube().asAttributeSource(VertexFormat.FLOAT, 3));
context.currentShader().setUniform4f("colorIn", 0.0, 1.0, 0.0, 1.0);
// Check for intersection with player
EntityControllable ec = ((WorldClient) entity.getWorld()).getClient().getPlayer().getControlledEntity();
if (ec != null) {
if (lineIntersection((Vector3d) context.getCamera().getCameraPosition(), ((EntityPlayer) ec).getDirectionLookingAt()) != null)
context.currentShader().setUniform4f("colorIn", 1.0, 0.0, 0.0, 1.0);
}
context.draw(Primitive.LINE, 0, 24);
context.currentShader().setUniform1i("doTransform", 0);
}
use of org.joml.Matrix4f in project chunkstories-core by Hugobros3.
the class ShadowPass method render.
public void render(RenderingInterface renderingContext) {
if (this.getShadowVisibility() == 0f)
// No shadows at night :)
return;
GameWindow gameWindow = pipeline.getRenderingInterface().getWindow();
// Resize the texture if needed
int shadowMapTextureSize = renderingContext.getClient().getConfiguration().getIntOption("client.rendering.shadowsResolution");
if (shadowDepthTexture.getWidth() != shadowMapTextureSize) {
fbo.resize(shadowMapTextureSize, shadowMapTextureSize);
}
// The size of the shadow range depends on the shadowmap resolution
int shadowRange = 128;
if (shadowMapTextureSize > 1024)
shadowRange = 192;
else if (shadowMapTextureSize > 2048)
shadowRange = 256;
int shadowDepthRange = 200;
// Builds the shadow matrix
// MatrixHelper.getOrthographicMatrix(-shadowRange, shadowRange, -shadowRange, shadowRange, -shadowDepthRange, shadowDepthRange);
Matrix4f depthProjectionMatrix = new Matrix4f().ortho(-shadowRange, shadowRange, -shadowRange, shadowRange, -shadowDepthRange, shadowDepthRange);
Matrix4f depthViewMatrix = new Matrix4f().lookAt(skyRenderer.getSunPosition(), new Vector3f(0, 0, 0), new Vector3f(0, 1, 0));
Matrix4f shadowMVP = new Matrix4f();
depthProjectionMatrix.mul(depthViewMatrix, shadowMVP);
// Matrix4f.mul(depthProjectionMatrix, depthViewMatrix, shadowMVP);
shadowMatrix = new Matrix4f(shadowMVP);
Vector3dc posd = renderingContext.getCamera().getCameraPosition();
Vector3f pos = new Vector3f((float) posd.x(), (float) posd.y(), (float) posd.z());
pos.negate();
shadowMVP.translate(pos);
// Set appropriate fixed function stuff
renderingContext.setCullingMode(CullingMode.COUNTERCLOCKWISE);
renderingContext.setBlendMode(BlendMode.DISABLED);
renderingContext.setDepthTestMode(DepthTestMode.LESS_OR_EQUAL);
// Bind relevant FBO and clear it
renderingContext.getRenderTargetManager().setConfiguration(fbo);
renderingContext.getRenderTargetManager().clearBoundRenderTargetZ(1.0f);
Shader shadowsPassShader = renderingContext.useShader("shadows");
shadowsPassShader.setUniform1f("animationTimer", worldRenderer.getAnimationTimer());
shadowsPassShader.setUniformMatrix4f("depthMVP", shadowMVP);
shadowsPassShader.setUniform1f("isUsingInstancedData", 0f);
shadowsPassShader.setUniform1f("useVoxelCoordinates", 1f);
Texture2D blocksAlbedoTexture = gameWindow.getClient().getContent().voxels().textures().getDiffuseAtlasTexture();
renderingContext.bindAlbedoTexture(blocksAlbedoTexture);
renderingContext.setObjectMatrix(null);
// We render the world from that perspective
// Hackish way of enabling the shader input for the fake "wind" effect vegetation can have
shadowsPassShader.setUniform1f("allowForWavyStuff", 1);
worldRenderer.getChunksRenderer().renderChunks(renderingContext);
// In turn, disabling it while we do the entities
shadowsPassShader.setUniform1f("allowForWavyStuff", 0);
worldRenderer.getEntitiesRenderer().renderEntities(renderingContext);
}
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