initial commit; basic 3d engine

main
loovjo 2023-07-20 02:31:34 +02:00
commit d084c6097b
3 changed files with 330 additions and 0 deletions

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.gitignore vendored 100644
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*.js

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main.html 100644
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<html>
<head>
<meta charset="UTF-8">
<title>coral.shoes</title>
<meta name="iloinlxlvi" content="https://coral.shoes/iloinlxlvi.json">
<link rel="stylesheet" href="resources/main.css">
<style>
body {
margin: 0;
}
main, canvas {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<main>
<canvas id="frame"></canvas>
</main>
</body>
<script src="xen.js"></script>
</html>

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xen.ts 100644
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class Vec2 {
x: number;
y: number;
constructor(x: number, y: number) {
this.x = x;
this.y = y;
}
add(v: Vec2): Vec2 {
return new Vec2(this.x + v.x, this.y + v.y);
}
sub(v: Vec2): Vec2 {
return new Vec2(this.x - v.x, this.y - v.y);
}
mul(multiplicand: number): Vec2 {
return new Vec2(this.x * multiplicand, this.y * multiplicand);
}
div(divisor: number): Vec2 {
return new Vec2(this.x / divisor, this.y / divisor);
}
dot(v: Vec2): number {
return this.x * v.x + this.y * v.y;
}
length(): number {
return Math.sqrt(this.dot(this));
}
normalize(): Vec2 {
return this.div(this.length());
}
}
class Vec3 {
// x, right, y forward, z up
x: number;
y: number;
z: number;
constructor(x: number, y: number, z: number) {
this.x = x;
this.y = y;
this.z = z;
}
add(v: Vec3): Vec3 {
return new Vec3(this.x + v.x, this.y + v.y, this.z + v.z);
}
sub(v: Vec3): Vec3 {
return new Vec3(this.x - v.x, this.y - v.y, this.z - v.z);
}
mul(multiplicand: number): Vec3 {
return new Vec3(this.x * multiplicand, this.y * multiplicand, this.y * multiplicand);
}
div(divisor: number): Vec3 {
return new Vec3(this.x / divisor, this.y / divisor, this.y / divisor);
}
dot(v: Vec3): number {
return this.x * v.x + this.y * v.y;
}
length(): number {
return Math.sqrt(this.dot(this));
}
normalize(): Vec2 {
return this.div(this.length());
}
// maps angle 0 to angle phi
rotate_about_z(phi: number): Vec3 {
let sp = Math.sin(phi);
let cp = Math.cos(phi);
return new Vec3(
cp * this.x - sp * this.y,
sp * this.x + cp * this.y,
this.z
);
}
// maps angle 0 to angle theta
rotate_about_x(theta: number): Vec3 {
let st = Math.sin(theta);
let ct = Math.cos(theta);
return new Vec3(
this.x,
ct * this.y - st * this.z,
st * this.y + ct * this.z,
);
}
}
interface ProjectedPoint {
camera_space: Vec2, // [-1, 1]x[-1, 1]
distance: number,
in_view: boolean, // outside view?
behind: boolean,
}
class CameraProjection {
origin: Vec3;
yaw: number;
pitch: number;
fov: number;
constructor(origin: Vec3, yaw: number, pitch: number, fov: number) {
this.origin = origin;
this.yaw = yaw;
this.pitch = pitch;
this.fov = fov;
}
world_to_camera(point: Vec3, respect_origin: boolean): Vec3 {
if (respect_origin) {
point = point.sub(this.origin);
}
return point.rotate_about_z(-this.yaw).rotate_about_x(-this.pitch);
}
camera_to_world(point: Vec3, respect_origin: boolean): Vec3 {
point = point.rotate_about_x(this.pitch).rotate_about_z(this.yaw);
if (respect_origin) {
point = point.add(this.origin);
}
return point;
}
project(point: Vec3, respect_origin: boolean): ProjectedPoint {
let camera_space_3 = this.world_to_camera(point, respect_origin);
let scale = 1 / Math.tan(this.fov / 2);
let camera_space = new Vec2(scale * camera_space_3.x / camera_space_3.y, scale * camera_space_3.z / camera_space_3.y);
let distance = camera_space_3.y;
let behind = camera_space_3.y <= 0;
let in_view = !behind;// && (camera_space.x >= -1 && camera_space.x <= 1 && camera_space.y >= -1 && camera_space.y < 1);
return {
camera_space: camera_space,
distance: distance,
in_view: in_view,
behind: behind,
};
}
}
type RGB = {r: number, g: number, b: number};
interface Drawable {
at: Vec3;
render(at: ProjectedPoint, camera: CameraProjection, ctx: CanvasRenderingContext2D): boolean;
}
class Ball {
at: Vec3;
color: RGB;
constructor(at: Vec3, color: RGB) {
this.at = at;
this.color = color;
}
render(at: ProjectedPoint, cam: CameraProjection, ctx: CanvasRenderingContext2D): boolean {
for (let a = 0; a < 2; a++) {
ctx.fillStyle = `rgb(${this.color.r * a}, ${this.color.g * a}, ${this.color.b * a})`;
ctx.beginPath();
ctx.arc((at.camera_space.x / 2 + 0.5) * width, (-at.camera_space.y / 2 + 0.5) * height, 100 / at.distance + 1 - a, 0, Math.PI * 2);
ctx.fill();
}
return true;
}
}
const FPS = 60;
let should_draw_gizmo = false;
let canvas = document.getElementById("frame") as HTMLCanvasElement;
let width = window.innerWidth;
let height = window.innerHeight;
width = Math.min(width, height);
height = width;
canvas.width = width;
canvas.height = height;
canvas.style = `width: ${width}px; height: ${height}px;`;
let ctx: CanvasRenderingContext2D = canvas.getContext("2d") as CanvasRenderingContext2D;
let camera = new CameraProjection(new Vec3(0, -10, 5), 0, -0.5, 60 * Math.PI / 180 * 1);
let pressing = new Set();
document.addEventListener("keydown", e => {
pressing.add(e.code);
if (e.code === "Space") {
should_draw_gizmo = !should_draw_gizmo;
}
});
document.addEventListener("keyup", e => {
pressing.delete(e.code);
});
function step() {
let delta = 1 / FPS;
if (pressing.has("ShiftLeft")) {
delta *= 0.2;
}
if (pressing.has("AltLeft")) {
delta *= 5;
}
let position_delta = new Vec3(0, 0, 0);
if (pressing.has("KeyW")) {
position_delta.y += delta;
}
if (pressing.has("KeyA")) {
position_delta.x -= delta;
}
if (pressing.has("KeyS")) {
position_delta.y -= delta;
}
if (pressing.has("KeyD")) {
position_delta.x += delta;
}
if (pressing.has("KeyQ")) {
position_delta.z += delta;
}
if (pressing.has("KeyZ")) {
position_delta.z -= delta;
}
camera.origin = camera.origin.add(position_delta.rotate_about_z(camera.yaw));
if (pressing.has("ArrowRight")) {
camera.yaw -= delta;
}
if (pressing.has("ArrowLeft")) {
camera.yaw += delta;
}
if (pressing.has("ArrowUp")) {
camera.pitch += delta;
}
if (pressing.has("ArrowDown")) {
camera.pitch -= delta;
}
redraw(camera);
if (should_draw_gizmo) {
draw_gizmo(ctx, camera);
}
}
let objects: Array<Drawable> = [];
for (let x = 5; x >= -5; x--) {
for (let y = 5; y >= -5; y--) {
for (let z = -1; z <= 1; z += 2) {
objects.push(new Ball(new Vec3(x, y, z), {r: 100+x*10, g: 100+y*10, b: 100+50*z}));
}
}
}
function redraw(camera: CameraProjection) {
ctx.clearRect(0, 0, width, height);
let rendered = objects
.map(o => {return {object: o, at: camera.project(o.at, true )}})
.filter(r => r.at.in_view)
.sort((a, b) => -(a.at.distance - b.at.distance));
for (let x of rendered) {
x.object.render(x.at, camera, ctx);
}
}
const DIRECTIONS = [
{dir: new Vec3(1, 0, 0), color: "rgb(0, 0, 255)"},
{dir: new Vec3(0, 1, 0), color: "rgb(0, 180, 0)"},
{dir: new Vec3(0, 0, 1), color: "rgb(255, 0, 0)"},
];
function draw_gizmo(ctx: CanvasRenderingContext2D, cam: CameraProjection) {
let size = 100;
let at = new Vec2(width / 2, width / 2);
let old_fov = camera.fov;
camera.fov = Math.PI / 4;
let distance = 100;
let gizmo_at = camera.camera_to_world(new Vec3(0, distance, 0), false);
for (let direction of DIRECTIONS) {
let gizmo_up = gizmo_at.add(direction.dir);
let up_cam = camera.project(gizmo_up, false);
let xy = up_cam.camera_space.mul(distance);
xy = xy.mul(size / 3);
ctx.beginPath();
ctx.strokeStyle = direction.color;
ctx.lineWidth = 4;
ctx.moveTo(at.x, at.y);
ctx.lineTo(at.x + xy.x, at.y - xy.y);
ctx.stroke();
}
camera.fov = old_fov;
}
setInterval(step, 1000 / FPS);