ADD: Floating origin system

This commit is contained in:
2025-12-14 21:37:49 +09:00
parent eb5a04e95a
commit d6ad2bf252
18 changed files with 728 additions and 69 deletions

View File

@@ -8,7 +8,8 @@
void Camera::update()
{
glm::mat4 cameraRotation = getRotationMatrix();
position += glm::vec3(cameraRotation * glm::vec4(velocity * moveSpeed, 0.f));
glm::vec3 delta = glm::vec3(cameraRotation * glm::vec4(velocity * moveSpeed, 0.f));
position_world += glm::dvec3(delta);
}
void Camera::processSDLEvent(SDL_Event& e)
@@ -71,17 +72,17 @@ void Camera::processSDLEvent(SDL_Event& e)
}
}
glm::mat4 Camera::getViewMatrix()
glm::mat4 Camera::getViewMatrix(const glm::vec3 &position_local) const
{
// to create a correct model view, we need to move the world in opposite
// direction to the camera
// so we will create the camera model matrix and invert
glm::mat4 cameraTranslation = glm::translate(glm::mat4(1.f), position);
glm::mat4 cameraTranslation = glm::translate(glm::mat4(1.f), position_local);
glm::mat4 cameraRotation = getRotationMatrix();
return glm::inverse(cameraTranslation * cameraRotation);
}
glm::mat4 Camera::getRotationMatrix()
glm::mat4 Camera::getRotationMatrix() const
{
// Use the stored quaternion orientation directly.
return glm::toMat4(orientation);

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@@ -7,8 +7,8 @@
class Camera {
public:
glm::vec3 velocity;
glm::vec3 position;
glm::vec3 velocity{0.0f, 0.0f, 0.0f};
glm::dvec3 position_world{0.0, 0.0, 0.0};
// Orientation stored as a quaternion (local -> world).
glm::quat orientation { 1.0f, 0.0f, 0.0f, 0.0f };
@@ -20,8 +20,8 @@ public:
// Field of view in degrees for projection
float fovDegrees { 50.f };
glm::mat4 getViewMatrix();
glm::mat4 getRotationMatrix();
glm::mat4 getViewMatrix(const glm::vec3 &position_local) const;
glm::mat4 getRotationMatrix() const;
void processSDLEvent(SDL_Event& e);

View File

@@ -72,7 +72,7 @@ void SceneManager::init(EngineContext *context)
_context = context;
mainCamera.velocity = glm::vec3(0.f);
mainCamera.position = glm::vec3(30.f, -00.f, 85.f);
mainCamera.position_world = WorldVec3(30.0, 0.0, 85.0);
mainCamera.orientation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
sceneData.ambientColor = glm::vec4(0.1f, 0.1f, 0.1f, 1.0f);
@@ -81,18 +81,20 @@ void SceneManager::init(EngineContext *context)
// Seed a couple of default point lights for quick testing.
PointLight warmKey{};
warmKey.position = glm::vec3(0.0f, 0.0f, 0.0f);
warmKey.position_world = WorldVec3(0.0, 0.0, 0.0);
warmKey.radius = 25.0f;
warmKey.color = glm::vec3(1.0f, 0.95f, 0.8f);
warmKey.intensity = 15.0f;
addPointLight(warmKey);
PointLight coolFill{};
coolFill.position = glm::vec3(-10.0f, 4.0f, 10.0f);
coolFill.position_world = WorldVec3(-10.0, 4.0, 10.0);
coolFill.radius = 20.0f;
coolFill.color = glm::vec3(0.6f, 0.7f, 1.0f);
coolFill.intensity = 10.0f;
addPointLight(coolFill);
_camera_position_local = world_to_local(mainCamera.position_world, _origin_world);
}
void SceneManager::update_scene()
@@ -126,6 +128,24 @@ void SceneManager::update_scene()
mainCamera.update();
// Floating origin: keep render-local coordinates near (0,0,0) by shifting the origin
// when the camera drifts too far in world space.
if (_floating_origin_recenter_threshold > 0.0)
{
const WorldVec3 d = mainCamera.position_world - _origin_world;
const double threshold2 = _floating_origin_recenter_threshold * _floating_origin_recenter_threshold;
if (glm::length2(d) > threshold2)
{
const WorldVec3 newOrigin =
(_floating_origin_snap_size > 0.0)
? snap_world(mainCamera.position_world, _floating_origin_snap_size)
: mainCamera.position_world;
_origin_world = newOrigin;
}
}
_camera_position_local = world_to_local(mainCamera.position_world, _origin_world);
// Simple per-frame dt (seconds) for animations
static auto lastFrameTime = std::chrono::steady_clock::now();
auto now = std::chrono::steady_clock::now();
@@ -155,6 +175,11 @@ void SceneManager::update_scene()
}
};
// Root transform to shift "world space" float scenes into render-local space.
// Any object that is authored in world coordinates (float) should be offset by -origin.
const glm::mat4 world_to_local_root =
glm::translate(glm::mat4{1.f}, world_to_local(WorldVec3(0.0, 0.0, 0.0), _origin_world));
// Draw all loaded GLTF scenes (static world), advancing their independent animation states.
for (auto &[name, scene] : loadedScenes)
{
@@ -173,7 +198,7 @@ void SceneManager::update_scene()
const size_t opaqueStart = mainDrawContext.OpaqueSurfaces.size();
const size_t transpStart = mainDrawContext.TransparentSurfaces.size();
mainDrawContext.gltfNodeLocalOverrides = nullptr;
scene->Draw(glm::mat4{1.f}, mainDrawContext);
scene->Draw(world_to_local_root, mainDrawContext);
mainDrawContext.gltfNodeLocalOverrides = nullptr;
tagOwner(RenderObject::OwnerType::StaticGLTF, name, opaqueStart, transpStart);
}
@@ -203,7 +228,8 @@ void SceneManager::update_scene()
{
mainDrawContext.gltfNodeLocalOverrides = nullptr;
}
glm::mat4 instanceTransform = make_trs_matrix(inst.translation, inst.rotation, inst.scale);
glm::vec3 tLocal = world_to_local(inst.translation_world, _origin_world);
glm::mat4 instanceTransform = make_trs_matrix(tLocal, inst.rotation, inst.scale);
inst.scene->Draw(instanceTransform, mainDrawContext);
mainDrawContext.gltfNodeLocalOverrides = nullptr;
tagOwner(RenderObject::OwnerType::GLTFInstance, kv.first, opaqueStart, transpStart);
@@ -216,7 +242,8 @@ void SceneManager::update_scene()
{
const MeshInstance &inst = kv.second;
if (!inst.mesh || inst.mesh->surfaces.empty()) continue;
glm::mat4 instanceTransform = make_trs_matrix(inst.translation, inst.rotation, inst.scale);
glm::vec3 tLocal = world_to_local(inst.translation_world, _origin_world);
glm::mat4 instanceTransform = make_trs_matrix(tLocal, inst.rotation, inst.scale);
uint32_t surfaceIndex = 0;
for (const auto &surf: inst.mesh->surfaces)
{
@@ -249,7 +276,7 @@ void SceneManager::update_scene()
}
}
glm::mat4 view = mainCamera.getViewMatrix();
glm::mat4 view = mainCamera.getViewMatrix(_camera_position_local);
// Use reversed infinite-Z projection (right-handed, -Z forward) to avoid far-plane clipping
// on very large scenes. Vulkan clip space is 0..1 (GLM_FORCE_DEPTH_ZERO_TO_ONE) and requires Y flip.
auto makeReversedInfinitePerspective = [](float fovyRadians, float aspect, float zNear) {
@@ -374,7 +401,8 @@ void SceneManager::update_scene()
for (uint32_t i = 0; i < lightCount; ++i)
{
const PointLight &pl = pointLights[i];
sceneData.punctualLights[i].position_radius = glm::vec4(pl.position, pl.radius);
glm::vec3 posLocal = world_to_local(pl.position_world, _origin_world);
sceneData.punctualLights[i].position_radius = glm::vec4(posLocal, pl.radius);
sceneData.punctualLights[i].color_intensity = glm::vec4(pl.color, pl.intensity);
}
for (uint32_t i = lightCount; i < kMaxPunctualLights; ++i)
@@ -448,7 +476,9 @@ void SceneManager::addMeshInstance(const std::string &name, std::shared_ptr<Mesh
if (!mesh) return;
MeshInstance inst{};
inst.mesh = std::move(mesh);
decompose_trs_matrix(transform, inst.translation, inst.rotation, inst.scale);
glm::vec3 t{};
decompose_trs_matrix(transform, t, inst.rotation, inst.scale);
inst.translation_world = WorldVec3(t);
inst.boundsTypeOverride = boundsType;
dynamicMeshInstances[name] = std::move(inst);
}
@@ -461,7 +491,7 @@ bool SceneManager::getMeshInstanceTransform(const std::string &name, glm::mat4 &
return false;
}
const MeshInstance &inst = it->second;
outTransform = make_trs_matrix(inst.translation, inst.rotation, inst.scale);
outTransform = make_trs_matrix(glm::vec3(inst.translation_world), inst.rotation, inst.scale);
return true;
}
@@ -473,7 +503,74 @@ bool SceneManager::setMeshInstanceTransform(const std::string &name, const glm::
return false;
}
MeshInstance &inst = it->second;
decompose_trs_matrix(transform, inst.translation, inst.rotation, inst.scale);
glm::vec3 t{};
decompose_trs_matrix(transform, t, inst.rotation, inst.scale);
inst.translation_world = WorldVec3(t);
return true;
}
bool SceneManager::getMeshInstanceTransformLocal(const std::string &name, glm::mat4 &outTransformLocal) const
{
auto it = dynamicMeshInstances.find(name);
if (it == dynamicMeshInstances.end())
{
return false;
}
const MeshInstance &inst = it->second;
glm::vec3 tLocal = world_to_local(inst.translation_world, _origin_world);
outTransformLocal = make_trs_matrix(tLocal, inst.rotation, inst.scale);
return true;
}
bool SceneManager::setMeshInstanceTransformLocal(const std::string &name, const glm::mat4 &transformLocal)
{
auto it = dynamicMeshInstances.find(name);
if (it == dynamicMeshInstances.end())
{
return false;
}
MeshInstance &inst = it->second;
glm::vec3 tLocal{};
decompose_trs_matrix(transformLocal, tLocal, inst.rotation, inst.scale);
inst.translation_world = local_to_world(tLocal, _origin_world);
return true;
}
bool SceneManager::getMeshInstanceTRSWorld(const std::string &name,
WorldVec3 &outTranslationWorld,
glm::quat &outRotation,
glm::vec3 &outScale) const
{
auto it = dynamicMeshInstances.find(name);
if (it == dynamicMeshInstances.end())
{
return false;
}
const MeshInstance &inst = it->second;
outTranslationWorld = inst.translation_world;
outRotation = inst.rotation;
outScale = inst.scale;
return true;
}
bool SceneManager::setMeshInstanceTRSWorld(const std::string &name,
const WorldVec3 &translationWorld,
const glm::quat &rotation,
const glm::vec3 &scale)
{
auto it = dynamicMeshInstances.find(name);
if (it == dynamicMeshInstances.end())
{
return false;
}
MeshInstance &inst = it->second;
inst.translation_world = translationWorld;
inst.rotation = rotation;
inst.scale = scale;
return true;
}
@@ -496,7 +593,9 @@ void SceneManager::addGLTFInstance(const std::string &name, std::shared_ptr<Load
scene->debugName.empty() ? "<unnamed>" : scene->debugName.c_str());
GLTFInstance inst{};
inst.scene = std::move(scene);
decompose_trs_matrix(transform, inst.translation, inst.rotation, inst.scale);
glm::vec3 t{};
decompose_trs_matrix(transform, t, inst.rotation, inst.scale);
inst.translation_world = WorldVec3(t);
if (inst.scene && !inst.scene->animations.empty())
{
inst.animation.activeAnimation = 0;
@@ -551,7 +650,7 @@ bool SceneManager::getGLTFInstanceTransform(const std::string &name, glm::mat4 &
return false;
}
const GLTFInstance &inst = it->second;
outTransform = make_trs_matrix(inst.translation, inst.rotation, inst.scale);
outTransform = make_trs_matrix(glm::vec3(inst.translation_world), inst.rotation, inst.scale);
return true;
}
@@ -560,7 +659,74 @@ bool SceneManager::setGLTFInstanceTransform(const std::string &name, const glm::
auto it = dynamicGLTFInstances.find(name);
if (it == dynamicGLTFInstances.end()) return false;
GLTFInstance &inst = it->second;
decompose_trs_matrix(transform, inst.translation, inst.rotation, inst.scale);
glm::vec3 t{};
decompose_trs_matrix(transform, t, inst.rotation, inst.scale);
inst.translation_world = WorldVec3(t);
return true;
}
bool SceneManager::getGLTFInstanceTransformLocal(const std::string &name, glm::mat4 &outTransformLocal) const
{
auto it = dynamicGLTFInstances.find(name);
if (it == dynamicGLTFInstances.end())
{
return false;
}
const GLTFInstance &inst = it->second;
glm::vec3 tLocal = world_to_local(inst.translation_world, _origin_world);
outTransformLocal = make_trs_matrix(tLocal, inst.rotation, inst.scale);
return true;
}
bool SceneManager::setGLTFInstanceTransformLocal(const std::string &name, const glm::mat4 &transformLocal)
{
auto it = dynamicGLTFInstances.find(name);
if (it == dynamicGLTFInstances.end())
{
return false;
}
GLTFInstance &inst = it->second;
glm::vec3 tLocal{};
decompose_trs_matrix(transformLocal, tLocal, inst.rotation, inst.scale);
inst.translation_world = local_to_world(tLocal, _origin_world);
return true;
}
bool SceneManager::getGLTFInstanceTRSWorld(const std::string &name,
WorldVec3 &outTranslationWorld,
glm::quat &outRotation,
glm::vec3 &outScale) const
{
auto it = dynamicGLTFInstances.find(name);
if (it == dynamicGLTFInstances.end())
{
return false;
}
const GLTFInstance &inst = it->second;
outTranslationWorld = inst.translation_world;
outRotation = inst.rotation;
outScale = inst.scale;
return true;
}
bool SceneManager::setGLTFInstanceTRSWorld(const std::string &name,
const WorldVec3 &translationWorld,
const glm::quat &rotation,
const glm::vec3 &scale)
{
auto it = dynamicGLTFInstances.find(name);
if (it == dynamicGLTFInstances.end())
{
return false;
}
GLTFInstance &inst = it->second;
inst.translation_world = translationWorld;
inst.rotation = rotation;
inst.scale = scale;
return true;
}

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@@ -1,5 +1,6 @@
#pragma once
#include <core/types.h>
#include <core/world.h>
#include <scene/camera.h>
#include <unordered_map>
#include <memory>
@@ -67,10 +68,13 @@ public:
Camera &getMainCamera() { return mainCamera; }
WorldVec3 get_world_origin() const { return _origin_world; }
glm::vec3 get_camera_local_position() const { return _camera_position_local; }
// Ray-pick against current DrawContext using per-surface Bounds.
// mousePosPixels is in window coordinates (SDL), origin at top-left.
// Returns true if any object was hit, filling outObject and outWorldPos.
bool pick(const glm::vec2 &mousePosPixels, RenderObject &outObject, glm::vec3 &outWorldPos);
bool pick(const glm::vec2 &mousePosPixels, RenderObject &outObject, WorldVec3 &outWorldPos);
// Resolve an object ID (from ID buffer) back to the RenderObject for
// the most recently built DrawContext. Returns false if not found or id==0.
@@ -91,7 +95,7 @@ public:
struct MeshInstance
{
std::shared_ptr<MeshAsset> mesh;
glm::vec3 translation{0.0f, 0.0f, 0.0f};
WorldVec3 translation_world{0.0, 0.0, 0.0};
glm::quat rotation{1.0f, 0.0f, 0.0f, 0.0f};
glm::vec3 scale{1.0f, 1.0f, 1.0f};
std::optional<BoundsType> boundsTypeOverride;
@@ -102,6 +106,10 @@ public:
std::optional<BoundsType> boundsType = {});
bool getMeshInstanceTransform(const std::string &name, glm::mat4 &outTransform);
bool setMeshInstanceTransform(const std::string &name, const glm::mat4 &transform);
bool getMeshInstanceTransformLocal(const std::string &name, glm::mat4 &outTransformLocal) const;
bool setMeshInstanceTransformLocal(const std::string &name, const glm::mat4 &transformLocal);
bool getMeshInstanceTRSWorld(const std::string &name, WorldVec3 &outTranslationWorld, glm::quat &outRotation, glm::vec3 &outScale) const;
bool setMeshInstanceTRSWorld(const std::string &name, const WorldVec3 &translationWorld, const glm::quat &rotation, const glm::vec3 &scale);
bool removeMeshInstance(const std::string &name);
void clearMeshInstances();
@@ -109,7 +117,7 @@ public:
struct GLTFInstance
{
std::shared_ptr<LoadedGLTF> scene;
glm::vec3 translation{0.0f, 0.0f, 0.0f};
WorldVec3 translation_world{0.0, 0.0, 0.0};
glm::quat rotation{1.0f, 0.0f, 0.0f, 0.0f};
glm::vec3 scale{1.0f, 1.0f, 1.0f};
LoadedGLTF::AnimationState animation;
@@ -123,6 +131,10 @@ public:
bool removeGLTFInstance(const std::string &name);
bool getGLTFInstanceTransform(const std::string &name, glm::mat4 &outTransform);
bool setGLTFInstanceTransform(const std::string &name, const glm::mat4 &transform);
bool getGLTFInstanceTransformLocal(const std::string &name, glm::mat4 &outTransformLocal) const;
bool setGLTFInstanceTransformLocal(const std::string &name, const glm::mat4 &transformLocal);
bool getGLTFInstanceTRSWorld(const std::string &name, WorldVec3 &outTranslationWorld, glm::quat &outRotation, glm::vec3 &outScale) const;
bool setGLTFInstanceTRSWorld(const std::string &name, const WorldVec3 &translationWorld, const glm::quat &rotation, const glm::vec3 &scale);
void clearGLTFInstances();
// Per-instance glTF node pose overrides (local-space, layered on top of animation/base TRS).
// 'offset' is post-multiplied onto the node's localTransform for this instance only.
@@ -147,7 +159,7 @@ public:
struct PointLight
{
glm::vec3 position;
WorldVec3 position_world;
float radius;
glm::vec3 color;
float intensity;
@@ -187,6 +199,10 @@ private:
GPUSceneData sceneData = {};
DrawContext mainDrawContext;
std::vector<PointLight> pointLights;
WorldVec3 _origin_world{0.0, 0.0, 0.0};
glm::vec3 _camera_position_local{0.0f, 0.0f, 0.0f};
double _floating_origin_recenter_threshold = 1000.0;
double _floating_origin_snap_size = 100.0;
std::unordered_map<std::string, std::shared_ptr<LoadedGLTF> > loadedScenes;
// Per-named static glTF scene animation state (independent of instances).

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@@ -421,7 +421,7 @@ namespace
}
} // namespace
bool SceneManager::pick(const glm::vec2 &mousePosPixels, RenderObject &outObject, glm::vec3 &outWorldPos)
bool SceneManager::pick(const glm::vec2 &mousePosPixels, RenderObject &outObject, WorldVec3 &outWorldPos)
{
if (_context == nullptr)
{
@@ -473,7 +473,7 @@ bool SceneManager::pick(const glm::vec2 &mousePosPixels, RenderObject &outObject
-1.0f);
dirCamera = glm::normalize(dirCamera);
glm::vec3 rayOrigin = mainCamera.position;
glm::vec3 rayOrigin = world_to_local(mainCamera.position_world, _origin_world);
glm::mat4 camRotation = mainCamera.getRotationMatrix();
glm::vec3 rayDir = glm::normalize(glm::vec3(camRotation * glm::vec4(dirCamera, 0.0f)));
@@ -539,7 +539,7 @@ bool SceneManager::pick(const glm::vec2 &mousePosPixels, RenderObject &outObject
if (anyHit)
{
outWorldPos = bestHitPos;
outWorldPos = local_to_world(bestHitPos, _origin_world);
}
return anyHit;