Squashing all commits from the previous pull requests. #21, #22, and #23. (#26)

This commit is contained in:
Thompson Lee 2016-08-30 15:18:37 -04:00 committed by fincs
parent 8a3982d625
commit b32275ee94
8 changed files with 255 additions and 1 deletions

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@ -21,7 +21,7 @@ VERSION := $(CITRO3D_MAJOR).$(CITRO3D_MINOR).$(CITRO3D_PATCH)
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
TARGET := citro3d
BUILD := build
SOURCES := source \
source/maths

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@ -489,6 +489,12 @@ void Mtx_PerspStereoTilt(C3D_Mtx* mtx, float fovy, float aspect, float near, flo
* @param[in] isLeftHanded If true, output matrix is left-handed. If false, output matrix is right-handed.
*/
void Mtx_LookAt(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3D_FVec cameraUpVector, bool isLeftHanded);
/**
*@brief Transposes the matrix. Row => Column, and vice versa.
*@param[in,out] out Output matrix.
*/
void Mtx_Transpose(C3D_Mtx* out);
///@}
///@name Quaternion Math
@ -621,6 +627,14 @@ C3D_FQuat Quat_RotateZ(C3D_FQuat q, float r, bool bRightSide);
*/
void Mtx_FromQuat(C3D_Mtx* m, C3D_FQuat q);
/**
* @brief Get Quaternion equivalent to 4x4 matrix
* @note If the matrix is orthogonal or special orthogonal, where determinant(matrix) = +1.0f, then the matrix can be converted.
* @param[in] m Input Matrix
* @return Generated Quaternion
*/
C3D_FQuat Quat_FromMtx(const C3D_Mtx* m);
/**
* @brief Identity Quaternion
* @return Identity Quaternion
@ -677,4 +691,22 @@ static inline C3D_FVec FVec3_CrossQuat(C3D_FVec v, C3D_FQuat q)
* @return C3D_FQuat The Quaternion equivalent with the pitch, yaw, and roll orientations applied.
*/
C3D_FQuat Quat_FromPitchYawRoll(float pitch, float yaw, float roll, bool bRightSide);
/**
* @brief Quaternion Look At
* @param[in] source C3D_FVec Starting position. Origin of rotation.
* @param[in] target C3D_FVec Target position to orient towards.
* @param[in] forwardVector C3D_FVec The Up vector.
* @param[in] upVector C3D_FVec The Up vector.
* @return Quaternion rotation.
*/
C3D_FQuat Quat_LookAt(C3D_FVec source, C3D_FVec target, C3D_FVec forwardVector, C3D_FVec upVector);
/**
* @brief Quaternion, created from a given axis and angle in radians.
* @param[in] axis C3D_FVec The axis to rotate around at.
* @param[in] angle float The angle to rotate. Unit: Radians
* @return Quaternion rotation based on the axis and angle. Axis doesn't have to be orthogonal.
*/
C3D_FQuat Quat_FromAxisAngle(C3D_FVec axis, float angle);
///@}

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@ -0,0 +1,15 @@
#include <c3d/maths.h>
void Mtx_Transpose(C3D_Mtx* out)
{
float swap;
for (int i = 0; i <= 2; i++)
{
for (int j = 2-i; j >= 0; j--)
{
swap = out->r[i].c[j];
out->r[i].c[j] = out->r[3-j].c[3-i];
out->r[3-j].c[3-i] = swap;
}
}
}

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@ -0,0 +1,9 @@
#include <c3d/maths.h>
C3D_FQuat Quat_FromAxisAngle(C3D_FVec axis, float angle)
{
float halfAngle = angle / 2.0f;
float scale = sinf(halfAngle);
axis = Quat_Normalize(axis);
return Quat_New(axis.x * scale, axis.y * scale, axis.z * scale, cosf(halfAngle));
}

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@ -0,0 +1,55 @@
#include <c3d/maths.h>
C3D_FQuat Quat_FromMtx(const C3D_Mtx* m)
{
//Taken from Gamasutra:
//http://www.gamasutra.com/view/feature/131686/rotating_objects_using_quaternions.php
//Expanded upon from:
//http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/
//Variables we need.
float trace, sqrtTrace;
C3D_FQuat q;
//Check the main diagonal of the passed-in matrix for positive/negative signs.
trace = m->r[0].x + m->r[1].y + m->r[2].z;
if (trace > 0.0f)
{
//Diagonal is positive.
sqrtTrace = sqrtf(trace + 1.0f);
q.w = sqrtTrace / 2.0f;
sqrtTrace = 0.5 / sqrtTrace;
q.x = (m->r[1].z - m->r[2].y) * sqrtTrace;
q.y = (m->r[2].x - m->r[0].z) * sqrtTrace;
q.z = (m->r[0].y - m->r[1].x) * sqrtTrace;
}
else
{
//Diagonal is negative or equals to zero. We need to identify which major diagonal element has the greatest value.
if (m->r[0].x > m->r[1].y && m->r[0].x > m->r[2].z)
{
sqrtTrace = 2.0f * sqrtf(1.0f + m->r[0].x - m->r[1].y - m->r[2].z);
q.w = (m->r[2].y - m->r[1].z) / sqrtTrace;
q.x = 0.25f * sqrtTrace;
q.y = (m->r[0].y - m->r[1].x) / sqrtTrace;
q.z = (m->r[0].z - m->r[2].x) / sqrtTrace;
}
else if (m->r[1].y > m->r[2].z)
{
sqrtTrace = 2.0f * sqrtf(1.0f + m->r[1].y - m->r[0].x - m->r[2].z);
q.w = (m->r[0].z - m->r[2].x) / sqrtTrace;
q.x = (m->r[0].y - m->r[1].x) / sqrtTrace;
q.y = 0.25f * sqrtTrace;
q.z = (m->r[1].z - m->r[2].y) / sqrtTrace;
}
else
{
sqrtTrace = 2.0f * sqrtf(1.0f + m->r[2].z - m->r[0].x - m->r[1].y);
q.w = (m->r[1].x - m->r[0].y) / sqrtTrace;
q.x = (m->r[0].z - m->r[2].x) / sqrtTrace;
q.y = (m->r[1].z - m->r[2].y) / sqrtTrace;
q.z = 0.25f * sqrtTrace;
}
}
return q;
}

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@ -0,0 +1,18 @@
#include <c3d/maths.h>
#include <float.h>
C3D_FQuat Quat_LookAt(C3D_FVec source, C3D_FVec target, C3D_FVec forwardVector, C3D_FVec upVector)
{
C3D_FVec forward = FVec3_Normalize(FVec3_Subtract(target, source));
float dot = FVec3_Dot(forwardVector, forward);
//Instead of checking at very high precision, this check includes margin of rounding errors for floats.
if (dot + 1.0f < 0.0001f) //If dot product is -1.0f, the resulting quaternion is rotated 180 degrees on the Up axis.
return Quat_FromAxisAngle(upVector, M_TAU/2.0f);
if (dot - 1.0f > -0.0001f) //If dot product is 1.0f, the resulting quaternion is an identity quaternion; there's no rotation.
return Quat_Identity();
float rotationAngle = acosf(dot);
C3D_FVec rotationAxis = FVec3_Cross(forwardVector, forward);
return Quat_FromAxisAngle(rotationAxis, rotationAngle);
}

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@ -7,6 +7,7 @@
#include <unistd.h>
#include <3ds.h>
#include <citro3d.h>
#include <float.h>
#include "vshader_shbin.h"
@ -840,6 +841,104 @@ void ortho_test()
C3D_RenderTargetDelete(tex);
}
void transpose_test()
{
consoleClear();
C3D_Mtx modelView, check;
Mtx_Identity(&modelView);
Mtx_Translate(&modelView, ((float)(rand() % 100)) + 5.0f, ((float)(rand() % 100)) + 5.0f, ((float)(rand() % 100)) + 5.0f, true);
Mtx_RotateX(&modelView, (float)(rand() % 180) * (acos(-1)/180.0f), true);
Mtx_RotateY(&modelView, (float)(rand() % 180) * (acos(-1)/180.0f), true);
Mtx_RotateZ(&modelView, (float)(rand() % 180) * (acos(-1)/180.0f), true);
Mtx_Copy(&check, &modelView);
std::printf("Random Translation:\n");
for (int i = 0; i < 16; i++)
{
std::printf("%2.2f ", modelView.m[i]);
if (i % 4 == 3)
std::printf("\n");
}
Mtx_Transpose(&modelView);
std::printf("Random Translation Transposed:\n");
for (int i = 0; i < 16; i++)
{
std::printf("%2.2f ", modelView.m[i]);
if (i % 4 == 3)
std::printf("\n");
}
Mtx_Transpose(&modelView);
std::printf("Rand-Trans Transposed Transposed:\n");
for (int i = 0; i < 16; i++)
{
std::printf("%2.2f ", modelView.m[i]);
if (i % 4 == 3)
std::printf("\n");
}
bool transposeFailCheck = false;
for (int i = 0; i < 16; i++)
{
if (modelView.m[i] != check.m[i])
{
transposeFailCheck = true;
break;
}
}
bool transInvFailCheck = false;
Mtx_Inverse(&modelView);
Mtx_Transpose(&modelView);
Mtx_Transpose(&check);
Mtx_Inverse(&check);
for (int i = 0; i < 16; i++)
{
if (fabsf(modelView.m[i] - check.m[i]) > 0.001f)
{
std::printf("%f != %f\n", modelView.m[i], check.m[i]);
transInvFailCheck = true;
break;
}
}
std::printf("Transposed Inverse of RandMatrix:\n");
for (int i = 0; i < 16; i++)
{
std::printf("%2.2f ", modelView.m[i]);
if (i % 4 == 3)
std::printf("\n");
}
std::printf("Inverse Transposed of RandMatrix:\n");
for (int i = 0; i < 16; i++)
{
std::printf("%2.2f ", check.m[i]);
if (i % 4 == 3)
std::printf("\n");
}
std::printf("\n");
std::printf("Transpose(Transpose(A)) = A? %s\n", (transposeFailCheck ? "False" : "True"));
std::printf("Inv(Trans(A))=Trans(Inv(A))? %s\n", (transInvFailCheck ? "False" : "True"));
while(aptMainLoop())
{
gspWaitForVBlank();
hidScanInput();
u32 down = hidKeysDown();
if(down & (KEY_START|KEY_SELECT))
break;
}
}
typedef struct
{
const char *name;
@ -854,6 +953,7 @@ test_t tests[] =
{ "Mtx_Persp", persp_test, },
{ "Mtx_PerspStereo", stereo_test, },
{ "Mtx_Ortho", ortho_test, },
{ "Mtx_Transpose", transpose_test, },
};
const size_t num_tests = sizeof(tests)/sizeof(tests[0]);

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@ -737,6 +737,31 @@ check_matrix(generator_t &gen, distribution_t &dist)
assert(Mtx_MultiplyFVecH(&m, FVec3_New(v.x, v.y, v.z)) == glm::mat4x3(g)*v);
}
// check matrix transpose
{
C3D_Mtx m;
glm::mat4 check;
randomMatrix(m, gen, dist);
//Reducing rounding errors, and copying the values over to the check matrix.
for(size_t i = 0; i < 16; ++i)
{
m.m[i] = static_cast<int>(m.m[i]);
}
check = loadMatrix(m);
Mtx_Transpose(&m);
Mtx_Transpose(&m);
assert(m == glm::transpose(glm::transpose(check)));
//Comparing inverse(transpose(m)) == transpose(inverse(m))
Mtx_Transpose(&m);
Mtx_Inverse(&m);
assert(m == glm::transpose(glm::inverse(check)));
}
}
}