Fixed branch conflicts.
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@ -453,6 +453,26 @@ void Mtx_PerspTilt(C3D_Mtx* mtx, float fovy, float aspect, float near, float far
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* @param[in] screen Focal length
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*/
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void Mtx_PerspStereoTilt(C3D_Mtx* mtx, float fovy, float aspect, float near, float far, float iod, float screen);
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/**
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* @brief Left-handed Look-At matrix, using DirectX implementation
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* @note See https://msdn.microsoft.com/en-us/library/windows/desktop/bb205342
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* @param[out] out Output matrix.
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* @param[in] cameraPosition Position of the intended camera in 3D space.
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* @param[in] cameraTarget Position of the intended target the camera is supposed to face in 3D space.
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* @param[in] cameraUpVector The vector that points straight up depending on the camera's "Up" direction.
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*/
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void Mtx_LookAtLH(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3D_FVec cameraUpVector);
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/**
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* @brief Right-handed Look-At matrix, using DirectX implementation
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* @note See https://msdn.microsoft.com/en-us/library/windows/desktop/bb205343
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* @param[out] out Output matrix.
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* @param[in] cameraPosition Position of the intended camera in 3D space.
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* @param[in] cameraTarget Position of the intended target the camera is supposed to face in 3D space.
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* @param[in] cameraUpVector The vector that points straight up depending on the camera's "Up" direction.
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*/
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void Mtx_LookAtRH(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3D_FVec cameraUpVector);
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///@}
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///@name Quaternion Math
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35
source/maths/mtx_lookatlh.c
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35
source/maths/mtx_lookatlh.c
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#include <c3d/maths.h>
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void Mtx_LookAtLH(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3D_FVec cameraUpVector)
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{
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//Left-handed Look-At matrix is a DirectX implementation.
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//https://msdn.microsoft.com/en-us/library/windows/desktop/bb281710
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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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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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//Notice in LH matrix, the Y is in Row 2 of 4. In RH matrix, the Z is in Row 2 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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//Notice in LH matrix, the Z is in Row 3 of 4. In RH matrix, the Y is in Row 3 of 4.
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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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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[3].w = 1.0f;
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}
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35
source/maths/mtx_lookatrh.c
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source/maths/mtx_lookatrh.c
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#include <c3d/maths.h>
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void Mtx_LookAtRH(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3D_FVec cameraUpVector)
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{
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//Right-handed Look-At matrix is a DirectX implementation.
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//https://msdn.microsoft.com/en-us/library/windows/desktop/bb281711
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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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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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//Notice in RH matrix, the Z is in Row 2 of 4. In LH matrix, the Y is in Row 2 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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//Notice in RH matrix, the Y is in Row 3 of 4. In LH matrix, the Z is in Row 3 of 4.
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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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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[3].w = 1.0f;
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}
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