infinite 3d grid( editor grid )

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borr
Prole
Posts: 42
Joined: Wed Oct 16, 2019 7:39 pm

infinite 3d grid( editor grid )

Post by borr »

someone tried to create infinite 3d grid with love?
I used the example.
https://stackoverflow.com/questions/280 ... 0#28084380
but something went wrong
does anyone have experience with something like this

Code: Select all

---@type love
local love = require("love")

--perspective
local znear = 100.0 --focal length for perspective
local zfar = 2100.0 --visibility
--view
local xs2 = 400  --screen half resolution
local ys2 = 300 
--camera
local yaw = 0.0     --euler yaw angle [rad]
local camera = {}   --camera direct transform matrix
local icamera = {}  --camera inverse transform matrix
local m_pi = 3.14159265358979323846

function matrix_inv(a, b) -- a[16] = Inverse(b[16])
    --transpose of rotation matrix
    a[0] = b[0]
    a[5] = b[5]
    a[10] = b[10]
    local x = b[1] a[1] = b[4] a[4] = x;
    x = b[2] a[2] = b[8] a[8] = x
    x = b[6] a[6] = b[9] a[9] = x
    --copy projection part
    a[ 3] = b[ 3]
    a[ 7] = b[ 7]
    a[11] = b[11]
    a[15] = b[15]
    --convert origin: new_pos = - new_rotation_matrix * old_pos
    x=(a[ 0]*b[12])+(a[ 4]*b[13])+(a[ 8]*b[14])
    local y=(a[ 1]*b[12])+(a[ 5]*b[13])+(a[ 9]*b[14])
    local z=(a[ 2]*b[12])+(a[ 6]*b[13])+(a[10]*b[14])
    a[12]=-x
    a[13]=-y
    a[14]=-z
end

function matrix_mul_vector(c, a, b) --c[3] = a[16]*b[3]
    local q = {}
    q[0] = (a[ 0]*b[0])+(a[ 4]*b[1])+(a[ 8]*b[2])+(a[12])
    q[1] = (a[ 1]*b[0])+(a[ 5]*b[1])+(a[ 9]*b[2])+(a[13])
    q[2] = (a[ 2]*b[0])+(a[ 6]*b[1])+(a[10]*b[2])+(a[14])
    for i = 0, 2 do
        c[i] = q[i]
    end
end

function compute_matrices()
    --bound angle
    while yaw > 2.0 * m_pi do yaw = yaw - 2.0 * m_pi end
    while yaw < 0.0 do yaw = yaw + 2.0 * m_pi end
    --X = right
    camera[ 0] = math.cos( yaw )
    camera[ 1] = 0.0
    camera[ 2] = math.sin( yaw )
    --Y = up
    camera[ 4] = 0.0
    camera[ 5] = 1.0
    camera[ 6] = 0.0
    --Z = forward
    camera[ 8] = -math.sin( yaw )
    camera[ 9] = 0.0
    camera[10] = math.cos( yaw )
    --no projection
    camera[ 3] = 0.0
    camera[ 7] = 0.0
    camera[11] = 0.0
    camera[15] = 1.0
    --compute the inverse matrix
    matrix_inv( icamera, camera );
end

function perspective( P ) --apply perspective transform
    --perspectve division
    P[0]= P[0] * znear/P[2]
    P[1] = P[1] * znear/P[2]
    --screen coordinate system
    P[0] = xs2 + P[0] -- move (0,0) to screen center
    P[1] = ys2 - P[1] -- axises: x=right, y=up
end

function draw_line(pA, pB)  -- draw 3D line
    local t
    local D=create_table_0() A=create_table_0() B=create_table_0()
    --transform to camera coordinate system
    matrix_mul_vector(A, icamera, pA);
    matrix_mul_vector(B, icamera, pB);
    --sort points so A.z<B.z
    if A[2] > B[2] then
        for i=0, 2 do  D[i]=A[i] A[i]=B[i] B[i]=D[i] end
    end
    --D = B-A
    for i=0, 2 do D[i]=B[i]-A[i] end
    --ignore out of Z view lines
    if A[2] > zfar then return end
    if B[2] < znear then return end
    --cut line to view if needed
    if A[2] < znear then
        t=(znear-A[2])/D[2]
        A[0]= A[0] + D[0]*t
        A[1]= A[1] + D[1]*t
        A[2] = znear
    end
    if B[2]>zfar then
        t=(zfar-B[2])/D[2]
        B[0] = B[0] + D[0]*t
        B[1] = B[1] + D[1]*t
        B[2] = zfar
    end
    --apply perspective
    perspective(A);
    perspective(B);
    --render
    love.graphics.line( A[0], A[1], B[0], B[1] )
end

function draw_plane_xz( y, step ) -- draw 3D plane
    local t, size
    local A=create_table_0() B=create_table_0()
    local U={} U[0] = 1.0 U[1] = 0.0 U[2] = 0.0  -- U = X
    local V={} V[0] = 0.0 V[1] = 0.0 V[2] = 1.0  -- V = Z
    local O=create_table_0()  -- Origin
    -- compute origin near view center but align to step
    local tt=0
    O[tt]=math.floor(camera[12+tt]/step)*step
    tt=2
    O[tt]=math.floor(camera[12+tt]/step)*step
    O[1] = y
    -- set size so plane safely covers whole view
    t = xs2*zfar/znear 
    size = t -- x that will convert to xs2 at zfar
    t = 0.5*(zfar+znear)
    if size<t then size=t end  -- half of depth range
    t= t + step;                                    -- + one grid cell beacuse O is off up to 1 grid cell
    t= t * math.sqrt(2);                            -- diagonal so no matter how are we rotate in Yaw
    -- U lines
    for i=0, 2 do
        A[i]=O[i]+(size*U[i])-((step+size)*V[i])
        B[i]=O[i]-(size*U[i])-((step+size)*V[i])
    end
    for ii=-size, size, step do
        for i=0, 2 do
            A[i]= A[i] + step*V[i]
            B[i] = B[i] + step*V[i]
        end
        draw_line( A, B )
    end
    -- V lines
    for i=0, 2 do
        A[i]=O[i]-((step+size)*U[i])+(size*V[i])
        B[i]=O[i]-((step+size)*U[i])-(size*V[i])
    end
    for ii=-size, size, step do
        for i=0, 2 do
            A[i]=A[i] + step*U[i];
            B[i]=B[i] + step*U[i];
        end
        draw_line( A, B );
    end
    matrix_mul_vector( A, icamera, A );
end

function love.load( arg, unfilteredArg )
    camera[12]=0.0
    camera[13]=0.0
    camera[14]=0.0
    compute_matrices()
end

function create_table_0()
    local table = {}
    table[0] = 0.0
    table[1] = 0.0
    table[2] = 0.0
    return table;
end

function test()
    local A={0.0, 0.0, 0.0}
    for i=1, 3 do
        print("test "..i.."="..A[i]);
    end
end


function love.draw()
    --init/update variables
    local step= 50.0
    --sky
    love.graphics.setColor(0, 0, 255)
    draw_plane_xz( 200.0, step )
    --terrain
    love.graphics.setColor(0, 255, 0)
    draw_plane_xz( -200.0, step )
end

function love.update(dt)
    local da=5.0*m_pi / 180.0   --turn speed
    local dl=15.0
    local recompute = false
    if love.keyboard.isDown("up") then
        for i=0, 2 do camera[12+i]=camera[12+i] + dl*camera[8+i] end
        recompute = true
	end
	if love.keyboard.isDown("down") then
        for i=0, 2 do camera[12+i]=camera[12+i] - dl*camera[8+i] end
        recompute = true
	end
	if love.keyboard.isDown("left") then
        yaw=yaw + da
        recompute = true
	end
	if love.keyboard.isDown("right") then
        yaw=yaw-da
        recompute = true
	end
    if recompute == true then compute_matrices() end
end
User avatar
milon
Party member
Posts: 472
Joined: Thu Jan 18, 2018 9:14 pm

Re: infinite 3d grid( editor grid )

Post by milon »

borr wrote: Tue Feb 08, 2022 6:25 pm but something went wrong
That's an extremely vague description of the problem you're having. Also, support questions tend to get better support in the support forum. ;)
Any code samples/ideas by me should be considered Public Domain (no attribution needed) license unless otherwise stated.
borr
Prole
Posts: 42
Joined: Wed Oct 16, 2019 7:39 pm

Re: infinite 3d grid( editor grid )

Post by borr »

do I need to create a copy in the correct forum?
i showed all my code

the result should have been like this
https://love2d.org/imgmirrur/fAYhi.gif
User avatar
pgimeno
Party member
Posts: 3674
Joined: Sun Oct 18, 2015 2:58 pm

Re: infinite 3d grid( editor grid )

Post by pgimeno »

That's not infinite. The vanishing point is in the middle, so it's actually clipping the top and bottom planes at a distance. If it was infinite, the planes would meet in the middle.
borr
Prole
Posts: 42
Joined: Wed Oct 16, 2019 7:39 pm

Re: infinite 3d grid( editor grid )

Post by borr »

first I want show grid with draw line command
as in the gif link
borr
Prole
Posts: 42
Joined: Wed Oct 16, 2019 7:39 pm

Re: infinite 3d grid( editor grid )

Post by borr »

infinity grid with shader. scale and move
scale works only towards the center of the grid. it doesn't look right with movement.
Attachments
grid_shader.love
(4.35 KiB) Downloaded 135 times
borr
Prole
Posts: 42
Joined: Wed Oct 16, 2019 7:39 pm

Re: infinite 3d grid( editor grid )

Post by borr »

one more option. unfortunately the zoom doesn't work well
control keys 1 and 2 - grid selection
mouse left key - grid drag
mouse wheel - zoom
Attachments
grid_shader.love
(10.02 KiB) Downloaded 120 times
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