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Touch code math - plane Ver 2
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function setup() | |
pics={ | |
{name="red",pos=vec3(-100,-300,-250),size=vec3(400,600,1),rotation=vec3(45,0,20),colr=color(255,0,0)}, | |
{name="yellow",pos=vec3(100,200,-250),size=vec3(400,600,1),rotation=vec3(-45,30,0),colr=color(255,255,0)} | |
} | |
end | |
function draw() | |
background(50) | |
perspective() | |
camera(0,0,1000,0,0,-1) | |
for _,p in pairs(pics) do | |
pushMatrix() | |
translate(p.pos.x,p.pos.y,p.pos.z) | |
if p.rotation.x~=0 then rotate(p.rotation.x,1,0,0) end | |
if p.rotation.y~=0 then rotate(p.rotation.y,0,1,0) end | |
if p.rotation.z~=0 then rotate(p.rotation.z,0,0,1) end | |
fill(p.colr) | |
rect(-p.size.x/2,-p.size.y/2,p.size.x,p.size.y) | |
p.matrix=SetMatrix() | |
popMatrix() | |
end | |
end | |
function touched(t) | |
if t.state==ENDED then | |
for _,p in pairs(pics) do | |
touchPoint=PictureIsTouchedBy(t,p.size,p.matrix) | |
if touchPoint then print(p.name,"=",touchPoint) end | |
end | |
end | |
end | |
------ touch code below ---- | |
Matrix=matrix() --to store model x view x projection matrix | |
function SetMatrix() | |
Matrix=modelMatrix() * viewMatrix() * projectionMatrix() | |
return Matrix | |
end | |
function PictureIsTouchedBy(t,s,m) | |
m=m or Matrix | |
local tc = screentoplane(t, vec3(0,0,0), vec3(1,0,0), vec3(0,1,0), m) | |
tc=vec2(tc.x+0.5*s.x,tc.y+0.5*s.y) | |
if tc.x<0 or tc.x>s.x or tc.y<0 or tc.y>s.y then return nil end | |
return tc | |
end | |
-- Compute the cofactor matrix of a 3x3 matrix, entries | |
-- hard-coded for efficiency. | |
-- The cofactor differs from the inverse by a scale factor, but | |
-- as our matrices are only well-defined up to scale, this | |
-- doen't matter. | |
function cofactor3(m) | |
return { | |
vec3( | |
m[2].y * m[3].z - m[3].y * m[2].z, | |
m[3].y * m[1].z - m[1].y * m[3].z, | |
m[1].y * m[2].z - m[2].y * m[1].z | |
), | |
vec3( | |
m[2].z * m[3].x - m[3].z * m[2].x, | |
m[3].z * m[1].x - m[1].z * m[3].x, | |
m[1].z * m[2].x - m[2].z * m[1].x | |
), | |
vec3( | |
m[2].x * m[3].y - m[3].x * m[2].y, | |
m[3].x * m[1].y - m[1].x * m[3].y, | |
m[1].x * m[2].y - m[2].x * m[1].y | |
) | |
} | |
end | |
-- Given a plane in space, this computes the transformation | |
-- matrix from that plane to the screen | |
function __planetoscreen(o,u,v,A) | |
A = A or modelMatrix() * viewMatrix() * projectionMatrix() | |
o = o or vec3(0,0,0) | |
u = u or vec3(1,0,0) | |
v = v or vec3(0,1,0) | |
-- promote to 4-vectors | |
o = vec4(o.x,o.y,o.z,1) | |
u = vec4(u.x,u.y,u.z,0) | |
v = vec4(v.x,v.y,v.z,0) | |
local oA, uA, vA | |
oA = A*o | |
uA = A*u | |
vA = A*v | |
oA = applymatrix4(o,A) | |
uA = applymatrix4(u,A) | |
vA = applymatrix4(v,A) | |
return { vec3(uA[1], uA[2], uA[4]), | |
vec3(vA[1], vA[2], vA[4]), | |
vec3(oA[1], oA[2], oA[4])} | |
end | |
-- Given a plane in space, this computes the transformation | |
-- matrix from the screen to that plane | |
function screentoplane(t,o,u,v,A) | |
A = A or modelMatrix() * viewMatrix() * projectionMatrix() | |
o = o or vec3(0,0,0) | |
u = u or vec3(1,0,0) | |
v = v or vec3(0,1,0) | |
t = t or CurrentTouch | |
local m = __planetoscreen(o,u,v,A) | |
m = cofactor3(m) | |
local ndc = vec3((t.x/WIDTH - .5)*2,(t.y/HEIGHT - .5)*2,1) | |
local a | |
a = applymatrix3(ndc,m) | |
if (a[3] == 0) then return end | |
a = vec2(a[1], a[2])/a[3] | |
return o + a.x*u + a.y*v | |
end | |
-- This computes a frame in which the first vector is along | |
-- the "touch ray" and the other two are in the orthogonal plane | |
-- (but the whole frame is not guaranteed to be orthogonal) | |
function screenframe(t,A) | |
A = A or modelMatrix() * viewMatrix() * projectionMatrix() | |
t = t or CurrentTouch | |
local u,v,w,x,y | |
u = vec3(A[1],A[5],A[9]) | |
v = vec3(A[2],A[6],A[10]) | |
w = vec3(A[4],A[8],A[12]) | |
x = (t.x/WIDTH - .5)*2 | |
y = (t.y/HEIGHT - .5)*2 | |
u = u - x*w | |
v = v - y*w | |
return u:cross(v),u,v | |
end | |
-- Apply a 3-matrix to a 3-vector | |
function applymatrix3(v,m) | |
return v.x * m[1] + v.y * m[2] + v.z * m[3] | |
end | |
-- Apply a 4-matrix to a 4-vector | |
function applymatrix4(v,m) | |
return vec4( | |
m[1]*v[1] + m[5]*v[2] + m[09]*v[3] + m[13]*v[4], | |
m[2]*v[1] + m[6]*v[2] + m[10]*v[3] + m[14]*v[4], | |
m[3]*v[1] + m[7]*v[2] + m[11]*v[3] + m[15]*v[4], | |
m[4]*v[1] + m[8]*v[2] + m[12]*v[3] + m[16]*v[4] | |
) | |
end | |
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