Separate Horizontal/Vertical FOV in engine_3d_project

This commit is contained in:
Fierelier 2023-08-11 14:16:36 +02:00
parent 40b8cab88e
commit 5c8333bc9e
4 changed files with 9 additions and 8 deletions

View File

@ -175,7 +175,7 @@ function draw3dpoint(x,y,z)
x = px - x x = px - x
y = py - y y = py - y
z = pz - z z = pz - z
local sx,sy = engine_3d_project(x,y,z,prx,pry,0,90); local sx,sy = engine_3d_project(x,y,z,prx,pry,0,fovHor,fovVert)
sx = math.floor((width * 0.5) + (sx * (width * 0.5))) sx = math.floor((width * 0.5) + (sx * (width * 0.5)))
sy = math.floor((height * 0.5) + (sy * (height * 0.5))) sy = math.floor((height * 0.5) + (sy * (height * 0.5)))

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@ -22,7 +22,7 @@ void engine_3d_rotate_position(struct ENGINE_VECTOR_3D * pos,float x, float y, f
pos->z = x * (-sinY) + y * (sinX * cosY) + z * (cosX * cosY); pos->z = x * (-sinY) + y * (sinX * cosY) + z * (cosX * cosY);
} }
void engine_3d_project(struct ENGINE_VECTOR_2D * screen,float x, float y, float z, float rx, float ry, float rz, float fov) { void engine_3d_project(struct ENGINE_VECTOR_2D * screen,float x, float y, float z, float rx, float ry, float rz, float fovHor, float fovVert) {
struct ENGINE_VECTOR_3D pos; struct ENGINE_VECTOR_3D pos;
pos.x = x; pos.x = x;
pos.y = y; pos.y = y;
@ -37,12 +37,12 @@ void engine_3d_project(struct ENGINE_VECTOR_2D * screen,float x, float y, float
// rot.y (screen X) // rot.y (screen X)
while (rot.y > 180.0) { rot.y -= 360.0; } while (rot.y > 180.0) { rot.y -= 360.0; }
while (rot.y < -180.0) { rot.y += 360.0; } while (rot.y < -180.0) { rot.y += 360.0; }
rot.y = rot.y / (fov * 0.5); rot.y = rot.y / (fovHor * 0.5);
// rot.x (screen Y) // rot.x (screen Y)
while (rot.x > 180.0) { rot.x -= 360.0; } while (rot.x > 180.0) { rot.x -= 360.0; }
while (rot.x < -180.0) { rot.x += 360.0; } while (rot.x < -180.0) { rot.x += 360.0; }
rot.x = rot.x / (fov * 0.5); rot.x = rot.x / (fovVert * 0.5);
screen->x = rot.y; screen->x = rot.y;
screen->y = rot.x; screen->y = rot.x;

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@ -72,9 +72,10 @@ int engine_luaf_3d_project(lua_State *L) {
float rx = luaL_checknumber(L,4); float rx = luaL_checknumber(L,4);
float ry = luaL_checknumber(L,5); float ry = luaL_checknumber(L,5);
float rz = luaL_checknumber(L,6); float rz = luaL_checknumber(L,6);
float fov = luaL_checknumber(L,7); float fovHor = luaL_checknumber(L,7);
float fovVert = luaL_checknumber(L,8);
struct ENGINE_VECTOR_2D pos; struct ENGINE_VECTOR_2D pos;
engine_3d_project(&pos,x,y,z,rx,ry,rz,fov); engine_3d_project(&pos,x,y,z,rx,ry,rz,fovHor,fovVert);
lua_pushnumber(L,pos.x); lua_pushnumber(L,pos.x);
lua_pushnumber(L,pos.y); lua_pushnumber(L,pos.y);
return 2; return 2;

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@ -146,7 +146,7 @@ lua = "manual"
[engine_3d_project] [engine_3d_project]
type = "void" type = "void"
arguments = ["struct ENGINE_VECTOR_2D *","float","float","float","float","float","float","float"] arguments = ["struct ENGINE_VECTOR_2D *","float","float","float","float","float","float","float", "float"]
argNames = ["screen", "x", "y", "z", "rx", "ry", "rz", "fov"] argNames = ["screen", "x", "y", "z", "rx", "ry", "rz", "fovHor","fovVert"]
description = "Project a 3D point onto a 2D surface. -1. = Top/Left, 1. = Bottom/Right. Output is put into screen pointer. Pointer not required in Lua." description = "Project a 3D point onto a 2D surface. -1. = Top/Left, 1. = Bottom/Right. Output is put into screen pointer. Pointer not required in Lua."
lua = "manual" lua = "manual"