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EPQ-3D-renderer / src / main / java / uk / org / floop / epq3d / Face.java
@cory cory on 10 Jan 2023 13 KB - added http stuff
package uk.org.floop.epq3d;

import java.awt.image.BufferedImage;
import java.util.ArrayList;

public class Face {
    public PointComp[] points;
    public Point2D[] UVPoints;
    public Vector3D normal;
    public Triangle[] tris;
    public boolean hasEdges;
    public BufferedImage texture;
    public Matrix[] perspectiveMappingMatrices = new Matrix[]{null, null, null, null, null, null};
    public boolean isInitialised;
    // fixed face
    public Face fixedFace;
    // working variables
    private final Vector3D traVec = new Vector3D(0,0, 0);
    // private final Vector2D scaVec = new Vector2D(0,0);

    private final Vector3D real01Vec = new Vector3D(0,0,0);
    private final Vector2D UV01Vec = new Vector2D(0,0);
    private final Vector3D real02Vec = new Vector3D(0,0,0);
    private final Vector2D UV02Vec = new Vector2D(0,0);
    double[] result;
    public void initialise(){
        calculateNormal();
        separateTris();
        // fixedFace is a constant object which is used temporarily when the face intersects with the camera,
        // and thus needs to be sliced.
        fixedFace = new Face();
        fixedFace.hasEdges = hasEdges;
        fixedFace.texture = texture;
        fixedFace.normal = normal;
        fixedFace.isInitialised = true;
        // the fixed face inherits the perspective mapping matrices from the true face. This is because the transforms
        // stay the same, just the edge bounds of the face have changed.
        fixedFace.perspectiveMappingMatrices = perspectiveMappingMatrices;
        isInitialised = true;
    }

    public void invalidate(){
        for (Triangle tri:
             tris) {
            tri.invalidate();
        }
    }
    public int draw(BufferedImage img, BufferedImage zBuf, BufferedImage debugImg, Matrix camMatrix, double FPDis, int scrX, int scrY){
        if(!isInitialised){
            throw new RuntimeException("Face not initialised");
        }
        // check for backface culling has been done previously.
        // initialise points
        int numberOfPixels = 0;
        boolean valid = applyPointTransforms(camMatrix, FPDis, scrX, scrY);
        //bakePerspectiveMatrices();

        if (valid) {
            drawTris(img, zBuf, FPDis, scrX, scrY);}
        else {
            ArrayList<PointComp> newPoints = new ArrayList<>();
            // if there are points behind the camera, loop through all the points and interpolate a point that is.
            // The perspective mapping matrix is calculated beforehand, so we don't need to move UVS
            PointComp lastPoint = points[points.length - 1];
            boolean lastValid = lastPoint.getRotatedPoint().z > 0.1;
            boolean thisValid;
            for (PointComp point:
                    points) {
                thisValid = point.getRotatedPoint().z > 0.1;
                // We need to do different things depending on whether the previous point was also a valid point, or not.
                // first - if only 1 of the last point or this point were valid,
                // interpolate between them to get the point at the screen. (XOR)
                if(lastValid ^ thisValid){
                    // solving for z = 0.1 for the line between thisPoint and lastPoint,
                    // separately in the xz and yz planes.
                    double gradX = (point.getRotatedPoint().z - lastPoint.getRotatedPoint().z) /
                            (point.getRotatedPoint().x - lastPoint.getRotatedPoint().x);
                    double gradY = (point.getRotatedPoint().z - lastPoint.getRotatedPoint().z) /
                            (point.getRotatedPoint().y - lastPoint.getRotatedPoint().y);

                    newPoints.add(new PointComp(
                            (0.1+gradX*point.getRotatedPoint().x-point.getRotatedPoint().z)/gradX,
                            (0.1+gradY*point.getRotatedPoint().y-point.getRotatedPoint().z)/gradY,
                            0.1));
                    if(!Double.isFinite(gradX)){
                        newPoints.get(newPoints.size() - 1).point.x = point.getRotatedPoint().x;}
                    if(!Double.isFinite(gradY)){
                        newPoints.get(newPoints.size() - 1).point.y = point.getRotatedPoint().y;}
                }
                // finally - if the current point is valid, then add it to the list
                if(thisValid){
                    newPoints.add(new PointComp(
                            point.getRotatedPoint().x,
                            point.getRotatedPoint().y,
                            point.getRotatedPoint().z));
                }
                lastPoint = point;
                lastValid = thisValid;
            }
            // there must be at least 3 points in the face for it to be drawn successfully
            if(newPoints.size() >= 3) {
                // finished fixing points, now we need to create a new face consisting of those points.
                fixedFace.points = newPoints.toArray(new PointComp[0]);
                fixedFace.separateTris();
                // invalidate all the points so they are actually calculated
                for (PointComp point :
                        newPoints) {
                    point.invalidate();
                }
                Matrix identMat = new Matrix(3,3);
                // we use an identity matrix because the points of the fixed face are in camera coordinates already.
                // we just need the projected 2d point.
                identMat.setItems(new double[][]{
                        {1,0,0},
                        {0,1,0},
                        {0,0,1}
                });
                fixedFace.applyPointTransforms(identMat, FPDis, scrX, scrY);
                fixedFace.drawTris(img, zBuf, FPDis, scrX, scrY);
            }
        }
        return numberOfPixels;
    }
    public void drawTris(BufferedImage img, BufferedImage zBuf, double FPDis, int scrX, int scrY) {
        for (Triangle tri :
                tris) {
            tri.draw(img, zBuf, FPDis, scrX, scrY);
        }
    }
    public boolean applyPointTransforms(Matrix camMatrix, double FPDis, int scrX, int scrY){
        boolean valid = true;
        for (PointComp point:
                points) {
            point.setRotatedPoint(camMatrix);
            // if any points are behind the camera, we will need to handle it differently.
            if(point.getRotatedPoint().z < 0.1){
                valid = false;}
            // only worth calculating the projected point if they are all valid
            if(valid){
                point.setProjectedPoint(FPDis, scrX, scrY);}
        }
        return valid;
    }
    public void separateTris(){
        Triangle[] newTris = new Triangle[points.length - 2];
        for(int i = 0; i< newTris.length; i+=1){
            newTris[i] = new Triangle(
                    points[0].getProjectedPoint(),
                    points[i+1].getProjectedPoint(),
                    points[i+2].getProjectedPoint(),
                    new boolean[]{hasEdges, hasEdges, hasEdges},
                    texture, perspectiveMappingMatrices[i]);
        }
        tris = newTris;
    }
    public void calculateNormal(){
        // too many new variables
        Point3D point0 = points[0].point;
        Point3D point1 = points[1].point;
        Point3D point2;
        Vector3D vec1 = new Vector3D(point1.x - point0.x, point1.y - point0.y, point1.z - point0.z);
        Vector3D vec2 = new Vector3D(0,0,0); // initialisation otherwise intellij gets mad
        // find a vector which is not inline with other vectors
        boolean valid = false; int i = 2;
        while(!valid && i < points.length) {
            point2 = points[i].point;
            vec2 = new Vector3D(point2.x - point0.x, point2.y - point0.y, point2.z - point0.z);
            double angle = Math.abs(vec1.angleTo(vec2));
            if(angle > 0.1 && angle < 2*Math.PI - 0.1){
                //  if the angle between the vectors is between a threshold, the two vectors are valid.
                // else, calculate the second vector using a different set of points.
                valid = true;
            }}
        if(!valid){throw new RuntimeException("Could not calculate normal of face");}
        normal = vec1.cross(vec2);
    }
//    private void bakePerspectiveMatrices() {
//        // one mapping matrix for each triangle
//        // to achieve perspective mapping, we need to convert from the 2d screen position, to the 3d world position by
//        // reverse projecting and interpolating in the triangle - this gives camera coordinates.
//        // next, we need to use the inverse camera matrix to convert from camera coordinates to world coordinates.
//        // then, we can use the perspective mapping matrix unique and baked to each triangle on each face to convert from those world coordinates, into uv coordinates.
//
//
//
//        real01Vec.createFrom2Points(points[0].getRotatedPoint(), points[1].getRotatedPoint());
//        real02Vec.createFrom2Points(points[0].getRotatedPoint(), points[2].getRotatedPoint());
//        // scaVec.createFrom2Points(points[0].getProjectedPoint(), points[1].getProjectedPoint());
//        UV01Vec.createFrom2Points(UVPoints[0], UVPoints[1]);
//        UV02Vec.createFrom2Points(UVPoints[0], UVPoints[2]);
//        // it must remain as the same object so pointers elsewhere still work.
//        // invert x and y coordinates because in rotated coordinates, they are the wrong way round.
//        perspectiveMappingMatrix.setItems(new double[][]{
//                {0,1,0,0},
//                {1,0,0,0},
//                {0,0,1,0},
//                {0,0,0,1},
//        });
//
//        traVec.createFrom2Points(new Point3D(UVPoints[0].y, UVPoints[0].x, 0), points[0].getRotatedPoint());
//        Matrix tMat = new Matrix(4, 4);
////        tMat.setItems(new double[][]{
////                {1, 0, 0, traVec.x},
////                {0, 1, 0, traVec.y},
////                {0, 0, 1, traVec.z},
////                {0, 0, 0, 1},
////        });
//        tMat.setItems(new double[][]{
//                {1, 0, 0, 0},
//                {0, 1, 0, 0},
//                {0, 0, 1, points[0].getRotatedPoint().z},
//                {0, 0, 0, 1},
//        });
//        double scale = 0.1;//(real01Vec.getLength() / UV01Vec.getLength());
//        Matrix scaMat = new Matrix(4, 4);
//        scaMat.setItems(new double[][]{
//                {scale, 0,     0,     0},
//                {0,     scale, 0,     0},
//                {0,     0,     scale, 0},
//                {0,     0,     0,     1}
//        });
//        // find z rotation and define matrix
//        double zAng = new Vector2D(real01Vec.x, real01Vec.y).angleTo(UV01Vec);
//        Matrix zMat = new Matrix(4, 4);
//        zMat.setItems(new double[][]{
//                {Math.cos(zAng),  Math.sin(zAng), 0, 0},
//                {-Math.sin(zAng), Math.cos(zAng), 0, 0},
//                {0, 0, 1, 0},
//                {0, 0, 0, 1}}
//        );
//        // rotate "real" vectors using the Z matrix
//        result = zMat.multiplyPoint3raw(real01Vec.x, real01Vec.y, real01Vec.z);
//        real01Vec.x = result[0];real01Vec.y = result[1];real01Vec.z = result[2];
//        result = zMat.multiplyPoint3raw(real02Vec.x, real02Vec.y, real02Vec.z);
//        real02Vec.x = result[0];real02Vec.y = result[1];real02Vec.z = result[2];
//        // invert the Z matrix (todo cleanup)
//        zMat.setItems(new double[][]{
//                {Math.cos(-zAng),  Math.sin(-zAng), 0, 0},
//                {-Math.sin(-zAng), Math.cos(-zAng), 0, 0},
//                {0, 0, 1, 0},
//                {0, 0, 0, 1}}
//        );
//        // find Y rotation and define matrix
//        double yAng = new Vector2D(real01Vec.x, real01Vec.z).angleTo(new Vector2D(UV01Vec.x, 0));
//        Matrix yMat = new Matrix(4, 4);
//        yMat.setItems(new double[][]{
//                {Math.cos(yAng), 0, -Math.sin(yAng), 0},
//                {0,              1, 0, 0},
//                {Math.sin(yAng), 0, Math.cos(yAng), 0},
//                {0, 0, 0, 1}}
//        );
//        result = yMat.multiplyPoint3raw(real02Vec.x, real02Vec.y, real02Vec.z);
//        real02Vec.x = result[0];real02Vec.y = result[1];real02Vec.z = result[2];
//        yMat.setItems(new double[][]{
//                {Math.cos(-yAng), 0, -Math.sin(-yAng), 0},
//                {0,              1, 0, 0},
//                {Math.sin(-yAng), 0, Math.cos(-yAng), 0},
//                {0, 0, 0, 1}}
//        );
//        double xAng = new Vector2D(real02Vec.y, real02Vec.z).angleTo(new Vector2D(UV01Vec.x, 0)); // this is fine
//        Matrix xMat = new Matrix(4, 4);
//        xMat.setItems(new double[][]{
//                {1, 0, 0, 0},
//                {0, Math.cos(-xAng), Math.sin(-xAng), 0},
//                {0, -Math.sin(-xAng), Math.cos(-xAng), 0},
//                {0, 0, 0, 1}}
//        );
//        // Matrix that returns the position on a texture from 3d camera space on the face of an object
//        // we already know the Z depth because of calculations for Z buffers.
//        //perspectiveMappingMatrix.multiply(scaMat);
//        perspectiveMappingMatrix.multiply(scaMat.multiplyGetResult(tMat));
//        //perspectiveMappingMatrix.multiply((scaMat.multiplyGetResult(xMat.multiplyGetResult(yMat.multiplyGetResult(zMat.multiplyGetResult(tMat))))));
//        // perspectiveMappingMatrix.multiply(scaMat.multiplyGetResult(zMat.multiplyGetResult(yMat.multiplyGetResult(xMat.multiplyGetResult(tMat)))));
//    }
}