M0: engine command registry, file formats, view math and CPU renderer

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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bherbruckandClaude Opus 5.5 committed 2026-10-07 17:30:37 +00:00
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use serde::{Deserialize, Serialize};
use solvecraft_geom::{Aabb3, Vec3};
/// Column-major 4×4 matrix.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Mat4(pub [[f64; 4]; 4]);
impl Mat4 {
pub const IDENTITY: Mat4 = Mat4([[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0]]);
pub fn mul(&self, o: &Mat4) -> Mat4 {
let mut r = [[0.0; 4]; 4];
for (c, col) in r.iter_mut().enumerate() {
for (rr, cell) in col.iter_mut().enumerate() {
*cell = (0..4).map(|k| self.0[k][rr] * o.0[c][k]).sum();
}
}
Mat4(r)
}
/// Transform a point; returns (x, y, z, w).
pub fn apply(&self, p: Vec3) -> [f64; 4] {
let v = [p.x, p.y, p.z, 1.0];
let mut out = [0.0; 4];
for (r, o) in out.iter_mut().enumerate() {
*o = (0..4).map(|c| self.0[c][r] * v[c]).sum();
}
out
}
pub fn to_f32(&self) -> [[f32; 4]; 4] {
self.0.map(|c| c.map(|x| x as f32))
}
}
/// Named view orientations.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
#[serde(rename_all = "snake_case")]
pub enum StandardView {
Front,
Back,
Top,
Bottom,
Left,
Right,
Iso,
}
impl StandardView {
pub fn parse(s: &str) -> Option<StandardView> {
Some(match s.to_ascii_lowercase().as_str() {
"front" => StandardView::Front,
"back" => StandardView::Back,
"top" => StandardView::Top,
"bottom" => StandardView::Bottom,
"left" => StandardView::Left,
"right" => StandardView::Right,
"iso" | "home" | "isometric" => StandardView::Iso,
_ => return None,
})
}
/// (yaw, pitch) in radians. Yaw 0 looks along +Y (front view); the iso view looks from the
/// front-right-top corner. Pitch is the elevation above the XY plane.
pub fn angles(self) -> (f64, f64) {
use std::f64::consts::{FRAC_PI_2, PI};
match self {
StandardView::Front => (0.0, 0.0),
StandardView::Back => (PI, 0.0),
StandardView::Right => (-FRAC_PI_2, 0.0),
StandardView::Left => (FRAC_PI_2, 0.0),
StandardView::Top => (0.0, FRAC_PI_2),
StandardView::Bottom => (0.0, -FRAC_PI_2),
StandardView::Iso => (-std::f64::consts::FRAC_PI_4, 0.6154797086703874),
}
}
}
/// Orbit camera around `target` (Z up).
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct Camera {
pub target: Vec3,
/// Rotation about Z; 0 = looking along +Y (from the front).
pub yaw: f64,
/// Elevation above the XY plane, in (−π/2, π/2].
pub pitch: f64,
/// Distance from target to eye.
pub distance: f64,
/// Vertical field of view (radians); 0 = orthographic.
pub fov: f64,
}
impl Default for Camera {
fn default() -> Self {
let (yaw, pitch) = StandardView::Iso.angles();
Camera { target: Vec3::ZERO, yaw, pitch, distance: 200.0, fov: 0.0 }
}
}
impl Camera {
/// Direction from the target toward the eye.
pub fn back(&self) -> Vec3 {
let (cp, sp) = (self.pitch.cos(), self.pitch.sin());
Vec3::new(-self.yaw.sin() * cp, -self.yaw.cos() * cp, sp).normalized().unwrap_or(Vec3::Z)
}
pub fn eye(&self) -> Vec3 {
self.target + self.back() * self.distance
}
/// Camera basis: right, up, back (orthonormal).
pub fn basis(&self) -> (Vec3, Vec3, Vec3) {
let b = self.back();
let right = Vec3::new(self.yaw.cos(), -self.yaw.sin(), 0.0);
let up = b.cross(right).normalized().unwrap_or(Vec3::Z);
(right, up, b)
}
pub fn view(&self) -> Mat4 {
let (r, u, b) = self.basis();
let e = self.eye();
Mat4([[r.x, u.x, b.x, 0.0], [r.y, u.y, b.y, 0.0], [r.z, u.z, b.z, 0.0], [-r.dot(e), -u.dot(e), -b.dot(e), 1.0]])
}
/// Half the visible height at the target distance.
pub fn half_height(&self) -> f64 {
if self.fov > 0.0 { self.distance * (self.fov * 0.5).tan() } else { self.distance * 0.4 }
}
/// Near/far planes that keep a scene of radius `radius` around the target visible.
pub fn clip(&self, radius: f64) -> (f64, f64) {
let r = radius.max(1e-3);
if self.fov > 0.0 {
((self.distance - r * 2.0).max(self.distance * 1e-3).max(1e-3), self.distance + r * 2.0)
} else {
(self.distance - r * 4.0 - 1.0, self.distance + r * 4.0 + 1.0)
}
}
/// Projection to clip space (OpenGL/wgpu style, depth 0..1).
pub fn proj(&self, aspect: f64, near: f64, far: f64) -> Mat4 {
let aspect = if aspect.is_finite() && aspect > 1e-6 { aspect } else { 1.0 };
let (n, f) = (near, far.max(near + 1e-6));
if self.fov > 0.0 {
let t = 1.0 / (self.fov * 0.5).tan();
Mat4([[t / aspect, 0.0, 0.0, 0.0], [0.0, t, 0.0, 0.0], [0.0, 0.0, f / (n - f), -1.0], [0.0, 0.0, n * f / (n - f), 0.0]])
} else {
let h = self.half_height();
let w = h * aspect;
Mat4([[1.0 / w, 0.0, 0.0, 0.0], [0.0, 1.0 / h, 0.0, 0.0], [0.0, 0.0, 1.0 / (n - f), 0.0], [0.0, 0.0, n / (n - f), 1.0]])
}
}
pub fn view_proj(&self, aspect: f64, radius: f64) -> Mat4 {
let (n, f) = self.clip(radius);
self.proj(aspect, n, f).mul(&self.view())
}
/// World point → pixel coordinates (x right, y down) and depth (0 near … 1 far).
pub fn to_screen(&self, p: Vec3, w: f64, h: f64, radius: f64) -> Option<(f64, f64, f64)> {
let c = self.view_proj(w / h.max(1.0), radius).apply(p);
if c[3].abs() < 1e-12 {
return None;
}
let (x, y, z) = (c[0] / c[3], c[1] / c[3], c[2] / c[3]);
(c[3] > 0.0).then_some(((x + 1.0) * 0.5 * w, (1.0 - y) * 0.5 * h, z))
}
/// Picking ray through pixel (x, y): origin and unit direction.
pub fn ray(&self, x: f64, y: f64, w: f64, h: f64) -> (Vec3, Vec3) {
let (r, u, b) = self.basis();
let hh = self.half_height();
let aspect = w / h.max(1.0);
let nx = (x / w.max(1.0)) * 2.0 - 1.0;
let ny = 1.0 - (y / h.max(1.0)) * 2.0;
if self.fov > 0.0 {
let d = (r * (nx * hh * aspect) + u * (ny * hh) - b * self.distance).normalized().unwrap_or(-b);
(self.eye(), d)
} else {
let o = self.target + r * (nx * hh * aspect) + u * (ny * hh) + b * (self.distance * 4.0);
(o, -b)
}
}
/// Zoom by `factor` (< 1 zooms in) toward a world point that stays put on screen.
pub fn zoom_at(&mut self, factor: f64, anchor: Option<Vec3>) {
let f = if factor.is_finite() { factor.clamp(0.05, 20.0) } else { 1.0 };
let nd = (self.distance * f).clamp(1e-3, 1e7);
if let Some(a) = anchor {
self.target = a + (self.target - a) * (nd / self.distance);
}
self.distance = nd;
}
/// Pan by a screen delta in pixels for a viewport of height `h`.
pub fn pan(&mut self, dx: f64, dy: f64, h: f64) {
let (r, u, _) = self.basis();
let k = 2.0 * self.half_height() / h.max(1.0);
self.target = self.target - r * (dx * k) + u * (dy * k);
}
/// Orbit by pixel deltas.
pub fn orbit(&mut self, dx: f64, dy: f64) {
let lim = std::f64::consts::FRAC_PI_2 - 1e-4;
self.yaw = (self.yaw - dx * 0.008) % std::f64::consts::TAU;
self.pitch = (self.pitch + dy * 0.008).clamp(-lim, lim);
}
pub fn set_view(&mut self, v: StandardView) {
let lim = std::f64::consts::FRAC_PI_2 - 1e-6;
let (y, p) = v.angles();
self.yaw = y;
self.pitch = p.clamp(-lim, lim);
}
/// Frame a bounding box.
pub fn fit(&mut self, b: &Aabb3) {
if b.is_empty() {
return;
}
self.target = b.center();
let r = (b.diagonal() * 0.5).max(1.0);
self.distance = if self.fov > 0.0 { r / (self.fov * 0.5).sin() * 1.1 } else { r / 0.4 * 1.15 };
}
pub fn is_valid(&self) -> bool {
self.target.is_finite() && self.yaw.is_finite() && self.pitch.is_finite() && self.distance.is_finite() && self.distance > 0.0
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn front_view_projects_target_to_centre() {
let mut c = Camera { target: Vec3::new(1.0, 2.0, 3.0), distance: 50.0, ..Default::default() };
c.set_view(StandardView::Front);
let (x, y, z) = c.to_screen(c.target, 800.0, 600.0, 10.0).unwrap();
assert!((x - 400.0).abs() < 1e-6 && (y - 300.0).abs() < 1e-6 && (0.0..=1.0).contains(&z));
// Front view looks along +Y: +X is to the right, +Z up.
let (xr, _, _) = c.to_screen(c.target + Vec3::X, 800.0, 600.0, 10.0).unwrap();
let (_, yu, _) = c.to_screen(c.target + Vec3::Z, 800.0, 600.0, 10.0).unwrap();
assert!(xr > 400.0 && yu < 300.0);
let (o, d) = c.ray(400.0, 300.0, 800.0, 600.0);
assert!(d.dist(Vec3::Y) < 1e-9, "{d:?}");
assert!((o - c.target).cross(d).len() < 1e-6);
}
#[test]
fn top_view_and_perspective() {
let mut c = Camera { distance: 100.0, fov: 0.8, ..Default::default() };
c.set_view(StandardView::Top);
let (xr, _, _) = c.to_screen(Vec3::X, 800.0, 600.0, 10.0).unwrap();
let (_, yu, _) = c.to_screen(Vec3::Y, 800.0, 600.0, 10.0).unwrap();
assert!(xr > 400.0 && yu < 300.0, "{xr} {yu}");
let near = c.to_screen(Vec3::new(0.0, 0.0, 10.0), 800.0, 600.0, 20.0).unwrap().2;
let far = c.to_screen(Vec3::new(0.0, 0.0, -10.0), 800.0, 600.0, 20.0).unwrap().2;
assert!(near < far);
let (o, d) = c.ray(600.0, 300.0, 800.0, 600.0);
let hit = o + d * (o.z / -d.z);
let (sx, sy, _) = c.to_screen(hit, 800.0, 600.0, 20.0).unwrap();
assert!((sx - 600.0).abs() < 1e-6 && (sy - 300.0).abs() < 1e-6);
}
#[test]
fn fit_and_hostile() {
let mut c = Camera::default();
let b = Aabb3 { min: Vec3::ZERO, max: Vec3::new(40.0, 30.0, 20.0) };
c.fit(&b);
assert!(c.target.dist(Vec3::new(20.0, 15.0, 10.0)) < 1e-9);
c.zoom_at(f64::NAN, None);
c.orbit(1e9, -1e9);
assert!(c.is_valid());
c.fit(&Aabb3::EMPTY);
assert!(c.is_valid());
}
}