3D target demo

This commit is contained in:
John McCardle 2026-02-04 23:41:37 -05:00
commit 7e8efe82ec
5 changed files with 661 additions and 0 deletions

View file

@ -1121,6 +1121,47 @@ PyObject* Entity3D::py_animate(PyEntity3DObject* self, PyObject* args, PyObject*
return NULL;
}
PyObject* Entity3D::py_follow_path(PyEntity3DObject* self, PyObject* args)
{
PyObject* path_list;
if (!PyArg_ParseTuple(args, "O", &path_list)) {
return NULL;
}
if (!PyList_Check(path_list)) {
PyErr_SetString(PyExc_TypeError, "follow_path() requires a list of (x, z) tuples");
return NULL;
}
std::vector<std::pair<int, int>> path;
Py_ssize_t len = PyList_Size(path_list);
for (Py_ssize_t i = 0; i < len; ++i) {
PyObject* item = PyList_GetItem(path_list, i);
if (!PyTuple_Check(item) || PyTuple_Size(item) != 2) {
PyErr_SetString(PyExc_TypeError, "Each path element must be (x, z) tuple");
return NULL;
}
int x = static_cast<int>(PyLong_AsLong(PyTuple_GetItem(item, 0)));
int z = static_cast<int>(PyLong_AsLong(PyTuple_GetItem(item, 1)));
if (PyErr_Occurred()) return NULL;
path.emplace_back(x, z);
}
self->data->followPath(path);
Py_RETURN_NONE;
}
PyObject* Entity3D::py_clear_path(PyEntity3DObject* self, PyObject* args)
{
self->data->clearPath();
Py_RETURN_NONE;
}
PyObject* Entity3D::get_is_moving(PyEntity3DObject* self, void* closure)
{
return PyBool_FromLong(self->data->isMoving() ? 1 : 0);
}
// Method and GetSet tables
PyMethodDef Entity3D::methods[] = {
@ -1141,6 +1182,14 @@ PyMethodDef Entity3D::methods[] = {
{"animate", (PyCFunction)Entity3D::py_animate, METH_VARARGS | METH_KEYWORDS,
"animate(property, target, duration, easing=None, callback=None)\n\n"
"Animate a property over time. (Not yet implemented)"},
{"follow_path", (PyCFunction)Entity3D::py_follow_path, METH_VARARGS,
"follow_path(path)\n\n"
"Queue path positions for smooth movement.\n\n"
"Args:\n"
" path: List of (x, z) tuples (as returned by path_to())"},
{"clear_path", (PyCFunction)Entity3D::py_clear_path, METH_NOARGS,
"clear_path()\n\n"
"Clear the movement queue and stop at current position."},
{NULL} // Sentinel
};
@ -1185,6 +1234,8 @@ PyGetSetDef Entity3D::getsetters[] = {
"Animation clip to play when entity is moving.", NULL},
{"idle_clip", (getter)Entity3D::get_idle_clip, (setter)Entity3D::set_idle_clip,
"Animation clip to play when entity is stationary.", NULL},
{"is_moving", (getter)Entity3D::get_is_moving, NULL,
"Whether entity is currently moving (read-only).", NULL},
{NULL} // Sentinel
};

View file

@ -272,6 +272,9 @@ public:
static PyObject* py_at(PyEntity3DObject* self, PyObject* args, PyObject* kwds);
static PyObject* py_update_visibility(PyEntity3DObject* self, PyObject* args);
static PyObject* py_animate(PyEntity3DObject* self, PyObject* args, PyObject* kwds);
static PyObject* py_follow_path(PyEntity3DObject* self, PyObject* args);
static PyObject* py_clear_path(PyEntity3DObject* self, PyObject* args);
static PyObject* get_is_moving(PyEntity3DObject* self, void* closure);
static PyMethodDef methods[];
static PyGetSetDef getsetters[];

View file

@ -185,6 +185,67 @@ void Viewport3D::orbitCamera(float angle, float distance, float height) {
camera_.setTarget(vec3(0, 0, 0));
}
vec3 Viewport3D::screenToWorld(float screenX, float screenY) {
// Convert screen coordinates to normalized device coordinates (-1 to 1)
// screenX/Y are relative to the viewport position
float ndcX = (2.0f * screenX / size_.x) - 1.0f;
float ndcY = 1.0f - (2.0f * screenY / size_.y); // Flip Y for OpenGL
// Get inverse matrices
mat4 proj = camera_.getProjectionMatrix();
mat4 view = camera_.getViewMatrix();
mat4 invProj = proj.inverse();
mat4 invView = view.inverse();
// Unproject near plane point to get ray direction
vec4 rayClip(ndcX, ndcY, -1.0f, 1.0f);
vec4 rayEye = invProj * rayClip;
rayEye = vec4(rayEye.x, rayEye.y, -1.0f, 0.0f); // Direction in eye space
vec4 rayWorld4 = invView * rayEye;
vec3 rayDir = vec3(rayWorld4.x, rayWorld4.y, rayWorld4.z).normalized();
vec3 rayOrigin = camera_.getPosition();
// Intersect with Y=0 plane (ground level)
// This is a simplification - for hilly terrain, you'd want ray-marching
if (std::abs(rayDir.y) > 0.0001f) {
float t = -rayOrigin.y / rayDir.y;
if (t > 0) {
return rayOrigin + rayDir * t;
}
}
// Ray parallel to ground or pointing away - return invalid position
return vec3(-1.0f, -1.0f, -1.0f);
}
void Viewport3D::followEntity(std::shared_ptr<Entity3D> entity, float distance, float height, float smoothing) {
if (!entity) return;
// Get entity's world position
vec3 entityPos = entity->getWorldPos();
// Calculate desired camera position behind and above entity
float entityRotation = radians(entity->getRotation());
float camX = entityPos.x - std::sin(entityRotation) * distance;
float camZ = entityPos.z - std::cos(entityRotation) * distance;
float camY = entityPos.y + height;
vec3 desiredPos(camX, camY, camZ);
vec3 currentPos = camera_.getPosition();
// Smooth interpolation (smoothing is 0-1, where 1 = instant)
if (smoothing >= 1.0f) {
camera_.setPosition(desiredPos);
} else {
vec3 newPos = vec3::lerp(currentPos, desiredPos, smoothing);
camera_.setPosition(newPos);
}
// Look at entity (slightly above ground)
camera_.setTarget(vec3(entityPos.x, entityPos.y + 0.5f, entityPos.z));
}
// =============================================================================
// Mesh Layer Management
// =============================================================================
@ -2114,6 +2175,59 @@ static PyObject* Viewport3D_billboard_count(PyViewport3DObject* self, PyObject*
return PyLong_FromLong(static_cast<long>(billboards->size()));
}
// =============================================================================
// Camera & Input Methods (Milestone 8)
// =============================================================================
static PyObject* Viewport3D_screen_to_world(PyViewport3DObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"x", "y", NULL};
float x = 0.0f, y = 0.0f;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "ff", const_cast<char**>(kwlist), &x, &y)) {
return NULL;
}
// Adjust for viewport position (user passes screen coords relative to viewport)
vec3 worldPos = self->data->screenToWorld(x, y);
// Return None if no intersection (ray parallel to ground or invalid)
if (worldPos.x < 0 && worldPos.y < 0 && worldPos.z < 0) {
Py_RETURN_NONE;
}
return Py_BuildValue("(fff)", worldPos.x, worldPos.y, worldPos.z);
}
static PyObject* Viewport3D_follow(PyViewport3DObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"entity", "distance", "height", "smoothing", NULL};
PyObject* entityObj = nullptr;
float distance = 10.0f;
float height = 5.0f;
float smoothing = 1.0f; // Default to instant (for single-call positioning)
if (!PyArg_ParseTupleAndKeywords(args, kwds, "O|fff", const_cast<char**>(kwlist),
&entityObj, &distance, &height, &smoothing)) {
return NULL;
}
// Check if it's an Entity3D object
if (!PyObject_IsInstance(entityObj, (PyObject*)&mcrfpydef::PyEntity3DType)) {
PyErr_SetString(PyExc_TypeError, "Expected an Entity3D object");
return NULL;
}
PyEntity3DObject* entObj = (PyEntity3DObject*)entityObj;
if (!entObj->data) {
PyErr_SetString(PyExc_ValueError, "Invalid Entity3D object");
return NULL;
}
self->data->followEntity(entObj->data, distance, height, smoothing);
Py_RETURN_NONE;
}
} // namespace mcrf
// Methods array - outside namespace but PyObjectType still in scope via typedef
@ -2275,5 +2389,23 @@ PyMethodDef Viewport3D_methods[] = {
"Get the number of billboards.\n\n"
"Returns:\n"
" Number of billboards in the viewport"},
// Camera & Input methods (Milestone 8)
{"screen_to_world", (PyCFunction)mcrf::Viewport3D_screen_to_world, METH_VARARGS | METH_KEYWORDS,
"screen_to_world(x, y) -> tuple or None\n\n"
"Convert screen coordinates to world position via ray casting.\n\n"
"Args:\n"
" x: Screen X coordinate relative to viewport\n"
" y: Screen Y coordinate relative to viewport\n\n"
"Returns:\n"
" (x, y, z) world position tuple, or None if no intersection with ground plane"},
{"follow", (PyCFunction)mcrf::Viewport3D_follow, METH_VARARGS | METH_KEYWORDS,
"follow(entity, distance=10, height=5, smoothing=1.0)\n\n"
"Position camera to follow an entity.\n\n"
"Args:\n"
" entity: Entity3D to follow\n"
" distance: Distance behind entity\n"
" height: Camera height above entity\n"
" smoothing: Interpolation factor (0-1). 1 = instant, lower = smoother"},
{NULL} // Sentinel
};

View file

@ -85,6 +85,19 @@ public:
// Camera orbit helper for demos
void orbitCamera(float angle, float distance, float height);
/// Convert screen coordinates to world position via ray casting
/// @param screenX X position relative to viewport
/// @param screenY Y position relative to viewport
/// @return World position on Y=0 plane, or (-1,-1,-1) if no intersection
vec3 screenToWorld(float screenX, float screenY);
/// Position camera to follow an entity
/// @param entity Entity to follow
/// @param distance Distance behind entity
/// @param height Height above entity
/// @param smoothing Interpolation factor (0-1, where 1 = instant)
void followEntity(std::shared_ptr<Entity3D> entity, float distance, float height, float smoothing = 1.0f);
// =========================================================================
// Mesh Layer Management
// =========================================================================