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2
Makefile
2
Makefile
@ -21,7 +21,7 @@ VERSION := $(CITRO3D_MAJOR).$(CITRO3D_MINOR).$(CITRO3D_PATCH)
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# DATA is a list of directories containing data files
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# INCLUDES is a list of directories containing header files
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#---------------------------------------------------------------------------------
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TARGET := $(notdir $(CURDIR))
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TARGET := citro3d
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BUILD := build
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SOURCES := source \
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source/maths
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@ -489,6 +489,12 @@ void Mtx_PerspStereoTilt(C3D_Mtx* mtx, float fovy, float aspect, float near, flo
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* @param[in] isLeftHanded If true, output matrix is left-handed. If false, output matrix is right-handed.
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*/
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void Mtx_LookAt(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3D_FVec cameraUpVector, bool isLeftHanded);
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/**
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*@brief Transposes the matrix. Row => Column, and vice versa.
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*@param[in,out] out Output matrix.
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*/
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void Mtx_Transpose(C3D_Mtx* out);
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///@}
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///@name Quaternion Math
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@ -621,6 +627,14 @@ C3D_FQuat Quat_RotateZ(C3D_FQuat q, float r, bool bRightSide);
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*/
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void Mtx_FromQuat(C3D_Mtx* m, C3D_FQuat q);
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/**
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* @brief Get Quaternion equivalent to 4x4 matrix
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* @note If the matrix is orthogonal or special orthogonal, where determinant(matrix) = +1.0f, then the matrix can be converted.
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* @param[in] m Input Matrix
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* @return Generated Quaternion
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*/
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C3D_FQuat Quat_FromMtx(const C3D_Mtx* m);
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/**
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* @brief Identity Quaternion
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* @return Identity Quaternion
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@ -677,4 +691,22 @@ static inline C3D_FVec FVec3_CrossQuat(C3D_FVec v, C3D_FQuat q)
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* @return C3D_FQuat The Quaternion equivalent with the pitch, yaw, and roll orientations applied.
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*/
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C3D_FQuat Quat_FromPitchYawRoll(float pitch, float yaw, float roll, bool bRightSide);
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/**
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* @brief Quaternion Look At
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* @param[in] source C3D_FVec Starting position. Origin of rotation.
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* @param[in] target C3D_FVec Target position to orient towards.
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* @param[in] forwardVector C3D_FVec The Up vector.
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* @param[in] upVector C3D_FVec The Up vector.
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* @return Quaternion rotation.
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*/
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C3D_FQuat Quat_LookAt(C3D_FVec source, C3D_FVec target, C3D_FVec forwardVector, C3D_FVec upVector);
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/**
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* @brief Quaternion, created from a given axis and angle in radians.
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* @param[in] axis C3D_FVec The axis to rotate around at.
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* @param[in] angle float The angle to rotate. Unit: Radians
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* @return Quaternion rotation based on the axis and angle. Axis doesn't have to be orthogonal.
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*/
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C3D_FQuat Quat_FromAxisAngle(C3D_FVec axis, float angle);
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///@}
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15
source/maths/mtx_transpose.c
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15
source/maths/mtx_transpose.c
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@ -0,0 +1,15 @@
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#include <c3d/maths.h>
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void Mtx_Transpose(C3D_Mtx* out)
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{
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float swap;
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for (int i = 0; i <= 2; i++)
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{
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for (int j = 2-i; j >= 0; j--)
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{
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swap = out->r[i].c[j];
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out->r[i].c[j] = out->r[3-j].c[3-i];
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out->r[3-j].c[3-i] = swap;
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}
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}
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}
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source/maths/quat_fromaxisangle.c
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source/maths/quat_fromaxisangle.c
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@ -0,0 +1,9 @@
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#include <c3d/maths.h>
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C3D_FQuat Quat_FromAxisAngle(C3D_FVec axis, float angle)
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{
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float halfAngle = angle / 2.0f;
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float scale = sinf(halfAngle);
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axis = Quat_Normalize(axis);
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return Quat_New(axis.x * scale, axis.y * scale, axis.z * scale, cosf(halfAngle));
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}
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55
source/maths/quat_frommtx.c
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source/maths/quat_frommtx.c
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@ -0,0 +1,55 @@
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#include <c3d/maths.h>
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C3D_FQuat Quat_FromMtx(const C3D_Mtx* m)
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{
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//Taken from Gamasutra:
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//http://www.gamasutra.com/view/feature/131686/rotating_objects_using_quaternions.php
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//Expanded upon from:
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//http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/
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//Variables we need.
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float trace, sqrtTrace;
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C3D_FQuat q;
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//Check the main diagonal of the passed-in matrix for positive/negative signs.
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trace = m->r[0].x + m->r[1].y + m->r[2].z;
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if (trace > 0.0f)
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{
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//Diagonal is positive.
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sqrtTrace = sqrtf(trace + 1.0f);
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q.w = sqrtTrace / 2.0f;
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sqrtTrace = 0.5 / sqrtTrace;
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q.x = (m->r[1].z - m->r[2].y) * sqrtTrace;
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q.y = (m->r[2].x - m->r[0].z) * sqrtTrace;
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q.z = (m->r[0].y - m->r[1].x) * sqrtTrace;
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}
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else
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{
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//Diagonal is negative or equals to zero. We need to identify which major diagonal element has the greatest value.
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if (m->r[0].x > m->r[1].y && m->r[0].x > m->r[2].z)
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{
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sqrtTrace = 2.0f * sqrtf(1.0f + m->r[0].x - m->r[1].y - m->r[2].z);
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q.w = (m->r[2].y - m->r[1].z) / sqrtTrace;
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q.x = 0.25f * sqrtTrace;
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q.y = (m->r[0].y - m->r[1].x) / sqrtTrace;
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q.z = (m->r[0].z - m->r[2].x) / sqrtTrace;
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}
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else if (m->r[1].y > m->r[2].z)
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{
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sqrtTrace = 2.0f * sqrtf(1.0f + m->r[1].y - m->r[0].x - m->r[2].z);
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q.w = (m->r[0].z - m->r[2].x) / sqrtTrace;
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q.x = (m->r[0].y - m->r[1].x) / sqrtTrace;
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q.y = 0.25f * sqrtTrace;
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q.z = (m->r[1].z - m->r[2].y) / sqrtTrace;
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}
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else
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{
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sqrtTrace = 2.0f * sqrtf(1.0f + m->r[2].z - m->r[0].x - m->r[1].y);
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q.w = (m->r[1].x - m->r[0].y) / sqrtTrace;
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q.x = (m->r[0].z - m->r[2].x) / sqrtTrace;
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q.y = (m->r[1].z - m->r[2].y) / sqrtTrace;
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q.z = 0.25f * sqrtTrace;
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}
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}
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return q;
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}
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18
source/maths/quat_lookat.c
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18
source/maths/quat_lookat.c
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@ -0,0 +1,18 @@
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#include <c3d/maths.h>
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#include <float.h>
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C3D_FQuat Quat_LookAt(C3D_FVec source, C3D_FVec target, C3D_FVec forwardVector, C3D_FVec upVector)
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{
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C3D_FVec forward = FVec3_Normalize(FVec3_Subtract(target, source));
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float dot = FVec3_Dot(forwardVector, forward);
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//Instead of checking at very high precision, this check includes margin of rounding errors for floats.
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if (dot + 1.0f < 0.0001f) //If dot product is -1.0f, the resulting quaternion is rotated 180 degrees on the Up axis.
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return Quat_FromAxisAngle(upVector, M_TAU/2.0f);
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if (dot - 1.0f > -0.0001f) //If dot product is 1.0f, the resulting quaternion is an identity quaternion; there's no rotation.
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return Quat_Identity();
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float rotationAngle = acosf(dot);
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C3D_FVec rotationAxis = FVec3_Cross(forwardVector, forward);
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return Quat_FromAxisAngle(rotationAxis, rotationAngle);
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}
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@ -7,6 +7,7 @@
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#include <unistd.h>
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#include <3ds.h>
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#include <citro3d.h>
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#include <float.h>
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#include "vshader_shbin.h"
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@ -840,6 +841,104 @@ void ortho_test()
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C3D_RenderTargetDelete(tex);
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}
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void transpose_test()
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{
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consoleClear();
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C3D_Mtx modelView, check;
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Mtx_Identity(&modelView);
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Mtx_Translate(&modelView, ((float)(rand() % 100)) + 5.0f, ((float)(rand() % 100)) + 5.0f, ((float)(rand() % 100)) + 5.0f, true);
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Mtx_RotateX(&modelView, (float)(rand() % 180) * (acos(-1)/180.0f), true);
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Mtx_RotateY(&modelView, (float)(rand() % 180) * (acos(-1)/180.0f), true);
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Mtx_RotateZ(&modelView, (float)(rand() % 180) * (acos(-1)/180.0f), true);
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Mtx_Copy(&check, &modelView);
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std::printf("Random Translation:\n");
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for (int i = 0; i < 16; i++)
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{
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std::printf("%2.2f ", modelView.m[i]);
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if (i % 4 == 3)
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std::printf("\n");
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}
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Mtx_Transpose(&modelView);
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std::printf("Random Translation Transposed:\n");
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for (int i = 0; i < 16; i++)
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{
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std::printf("%2.2f ", modelView.m[i]);
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if (i % 4 == 3)
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std::printf("\n");
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}
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Mtx_Transpose(&modelView);
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std::printf("Rand-Trans Transposed Transposed:\n");
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for (int i = 0; i < 16; i++)
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{
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std::printf("%2.2f ", modelView.m[i]);
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if (i % 4 == 3)
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std::printf("\n");
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}
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bool transposeFailCheck = false;
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for (int i = 0; i < 16; i++)
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{
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if (modelView.m[i] != check.m[i])
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{
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transposeFailCheck = true;
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break;
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}
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}
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bool transInvFailCheck = false;
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Mtx_Inverse(&modelView);
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Mtx_Transpose(&modelView);
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Mtx_Transpose(&check);
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Mtx_Inverse(&check);
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for (int i = 0; i < 16; i++)
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{
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if (fabsf(modelView.m[i] - check.m[i]) > 0.001f)
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{
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std::printf("%f != %f\n", modelView.m[i], check.m[i]);
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transInvFailCheck = true;
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break;
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}
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}
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std::printf("Transposed Inverse of RandMatrix:\n");
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for (int i = 0; i < 16; i++)
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{
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std::printf("%2.2f ", modelView.m[i]);
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if (i % 4 == 3)
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std::printf("\n");
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}
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std::printf("Inverse Transposed of RandMatrix:\n");
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for (int i = 0; i < 16; i++)
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{
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std::printf("%2.2f ", check.m[i]);
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if (i % 4 == 3)
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std::printf("\n");
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}
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std::printf("\n");
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std::printf("Transpose(Transpose(A)) = A? %s\n", (transposeFailCheck ? "False" : "True"));
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std::printf("Inv(Trans(A))=Trans(Inv(A))? %s\n", (transInvFailCheck ? "False" : "True"));
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while(aptMainLoop())
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{
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gspWaitForVBlank();
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hidScanInput();
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u32 down = hidKeysDown();
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if(down & (KEY_START|KEY_SELECT))
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break;
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}
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}
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typedef struct
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{
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const char *name;
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@ -854,6 +953,7 @@ test_t tests[] =
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{ "Mtx_Persp", persp_test, },
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{ "Mtx_PerspStereo", stereo_test, },
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{ "Mtx_Ortho", ortho_test, },
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{ "Mtx_Transpose", transpose_test, },
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};
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const size_t num_tests = sizeof(tests)/sizeof(tests[0]);
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assert(Mtx_MultiplyFVecH(&m, FVec3_New(v.x, v.y, v.z)) == glm::mat4x3(g)*v);
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}
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// check matrix transpose
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{
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C3D_Mtx m;
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glm::mat4 check;
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randomMatrix(m, gen, dist);
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//Reducing rounding errors, and copying the values over to the check matrix.
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for(size_t i = 0; i < 16; ++i)
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{
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m.m[i] = static_cast<int>(m.m[i]);
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}
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check = loadMatrix(m);
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Mtx_Transpose(&m);
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Mtx_Transpose(&m);
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assert(m == glm::transpose(glm::transpose(check)));
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//Comparing inverse(transpose(m)) == transpose(inverse(m))
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Mtx_Transpose(&m);
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Mtx_Inverse(&m);
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assert(m == glm::transpose(glm::inverse(check)));
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}
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}
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}
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