Fix Mtx_LookAt
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@ -8,44 +8,30 @@ void Mtx_LookAt(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3
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C3D_FVec xaxis, yaxis, zaxis;
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//Order of operations is crucial.
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zaxis = FVec3_Normalize(FVec3_New(cameraPosition.x - cameraTarget.x, cameraPosition.y - cameraTarget.y, cameraPosition.z - cameraTarget.z));
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if (isLeftHanded)
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zaxis = FVec3_Normalize(FVec3_Subtract(cameraTarget, cameraPosition));
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else
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zaxis = FVec3_Normalize(FVec3_Subtract(cameraPosition, cameraTarget));
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xaxis = FVec3_Normalize(FVec3_Cross(cameraUpVector, zaxis));
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yaxis = FVec3_Cross(zaxis, xaxis);
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out->r[0].x = xaxis.x;
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out->r[0].y = yaxis.x;
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out->r[0].z = zaxis.x;
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out->r[0].w = 0.0f;
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if (isLeftHanded)
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{
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//In LH matrix, the Y is in Row 2 of 4 and the Z is in Row 3 of 4.
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out->r[1].x = xaxis.y;
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out->r[1].y = yaxis.y;
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out->r[1].z = zaxis.y;
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out->r[1].w = 0.0f;
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out->r[2].x = xaxis.z;
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out->r[2].y = yaxis.z;
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out->r[2].z = zaxis.z;
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out->r[2].w = 0.0f;
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}
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else
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{
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//In RH matrix, the Z is in Row 2 of 4, and the Y is in Row 3 of 4.
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out->r[1].x = xaxis.z;
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out->r[1].y = yaxis.z;
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out->r[1].z = zaxis.z;
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out->r[1].w = 0.0f;
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out->r[2].x = xaxis.y;
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out->r[2].y = yaxis.y;
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out->r[2].z = zaxis.y;
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out->r[2].w = 0.0f;
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}
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out->r[3].x = -FVec3_Dot(xaxis, cameraPosition);
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out->r[3].y = -FVec3_Dot(yaxis, cameraPosition);
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out->r[3].z = -FVec3_Dot(zaxis, cameraPosition);
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out->r[0].y = xaxis.y;
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out->r[0].z = xaxis.z;
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out->r[0].w = -FVec3_Dot(xaxis, cameraPosition);
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out->r[1].x = yaxis.x;
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out->r[1].y = yaxis.y;
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out->r[1].z = yaxis.z;
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out->r[1].w = -FVec3_Dot(yaxis, cameraPosition);
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out->r[2].x = zaxis.x;
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out->r[2].y = zaxis.y;
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out->r[2].z = zaxis.z;
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out->r[2].w = -FVec3_Dot(zaxis, cameraPosition);
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out->r[3].x = 0.0f;
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out->r[3].y = 0.0f;
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out->r[3].z = 0.0f;
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out->r[3].w = 1.0f;
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}
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@ -99,7 +99,7 @@ operator==(const glm::mat4 &lhs, const C3D_Mtx &rhs)
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for(size_t j = 0; j < 4; ++j)
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{
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if(std::abs(lhs[i][j] - rhs.m[j*4+3-i]) > 0.001f)
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return false;
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return false; // LCOV_EXCL_LINE This would cause an assertion failure
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}
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}
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@ -115,12 +115,6 @@ operator==(const C3D_Mtx &lhs, const glm::mat4 &rhs)
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static inline bool
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operator==(const glm::quat &lhs, const C3D_FQuat &rhs)
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{
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if((std::isnan(lhs.w) && std::isnan(rhs.r))
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|| (std::isnan(lhs.x) && std::isnan(rhs.i))
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|| (std::isnan(lhs.y) && std::isnan(rhs.j))
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|| (std::isnan(lhs.z) && std::isnan(rhs.k)))
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return true;
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return std::abs(lhs.w - rhs.r) < 0.01f
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&& std::abs(lhs.x - rhs.i) < 0.01f
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&& std::abs(lhs.y - rhs.j) < 0.01f
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@ -136,12 +130,6 @@ operator==(const C3D_FQuat &lhs, const glm::quat &rhs)
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static inline bool
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operator==(const C3D_FQuat &lhs, const C3D_FQuat &rhs)
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{
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if((std::isnan(lhs.r) && std::isnan(rhs.r))
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|| (std::isnan(lhs.i) && std::isnan(rhs.i))
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|| (std::isnan(lhs.j) && std::isnan(rhs.j))
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|| (std::isnan(lhs.k) && std::isnan(rhs.k)))
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return true;
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return std::abs(lhs.r - rhs.r) < 0.01f
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&& std::abs(lhs.i - rhs.i) < 0.01f
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&& std::abs(lhs.j - rhs.j) < 0.01f
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@ -530,6 +518,36 @@ check_matrix(generator_t &gen, distribution_t &dist)
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assert(m == tilt*fix_depth*glm::scale(g, z_flip));
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}
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// check lookAt
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{
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C3D_Mtx m;
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C3D_FVec camera, target, diff, up;
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// avoid very small distances and 'up' pointing near the target
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do
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{
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camera = FVec3_New(dist(gen), dist(gen), dist(gen));
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target = FVec3_New(dist(gen), dist(gen), dist(gen));
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up = FVec3_New(dist(gen), dist(gen), dist(gen));
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diff = FVec3_Subtract(target, camera);
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} while(FVec3_Magnitude(diff) < 0.25f
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|| FVec3_Magnitude(up) < 0.25f
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|| FVec3_Dot(up, diff) / FVec3_Magnitude(up) / FVec3_Magnitude(diff) < cosf(30.0f*M_TAU/360.0f));
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glm::mat4 g = glm::lookAt(glm::vec3(camera.x, camera.y, camera.z),
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glm::vec3(target.x, target.y, target.z),
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glm::vec3(up.x, up.y, up.z));
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// RH
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Mtx_LookAt(&m, camera, target, up, false);
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assert(m == g);
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// LH
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Mtx_LookAt(&m, camera, target, up, true);
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// I can't say for certain that this is the correct test
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assert(m == glm::scale(glm::mat4(), glm::vec3(-1.0f, 1.0f, -1.0f))*g);
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}
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// check multiply
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{
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C3D_Mtx m1, m2;
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