mirror of
https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-11-23 20:59:58 +01:00
Document
This commit is contained in:
parent
ee5548f1d4
commit
4784993e63
2 changed files with 31 additions and 29 deletions
59
s3l.h
59
s3l.h
|
@ -41,8 +41,6 @@
|
||||||
|
|
||||||
We use row vectors.
|
We use row vectors.
|
||||||
|
|
||||||
COORDINATE SYSTEMS:
|
|
||||||
|
|
||||||
In 3D space, a left-handed coord. system is used. One spatial unit is split
|
In 3D space, a left-handed coord. system is used. One spatial unit is split
|
||||||
into S3L_FRACTIONS_PER_UNIT fractions (fixed point arithmetic).
|
into S3L_FRACTIONS_PER_UNIT fractions (fixed point arithmetic).
|
||||||
|
|
||||||
|
@ -69,6 +67,9 @@
|
||||||
|
|
|
|
||||||
|
|
|
|
||||||
|
|
||||||
|
Rotations use Euler angles and are generally in the extinsic Euler angles in
|
||||||
|
ZXY order (by Z, then by X, then by Y).
|
||||||
|
|
||||||
Coordinates of pixels on screen start typically at the top left, from [0,0].
|
Coordinates of pixels on screen start typically at the top left, from [0,0].
|
||||||
|
|
||||||
Triangle rasterization rules are these (mostly same as OpenGL, D3D etc.):
|
Triangle rasterization rules are these (mostly same as OpenGL, D3D etc.):
|
||||||
|
@ -248,9 +249,9 @@ typedef struct
|
||||||
{
|
{
|
||||||
S3L_Vec4 translation;
|
S3L_Vec4 translation;
|
||||||
S3L_Vec4 rotation; /**< Euler angles. Rortation is applied in this order:
|
S3L_Vec4 rotation; /**< Euler angles. Rortation is applied in this order:
|
||||||
1. z = around z (roll) CW looking along z+
|
1. z = by z (roll) CW looking along z+
|
||||||
2. x = around x (pitch) CW looking along x+
|
2. x = by x (pitch) CW looking along x+
|
||||||
3. y = around y (yaw) CW looking along y+ */
|
3. y = by y (yaw) CW looking along y+ */
|
||||||
S3L_Vec4 scale;
|
S3L_Vec4 scale;
|
||||||
} S3L_Transform3D;
|
} S3L_Transform3D;
|
||||||
|
|
||||||
|
@ -295,15 +296,15 @@ void S3L_makeScaleMatrix(
|
||||||
|
|
||||||
/** Makes a matrixfor rotation in the ZXY order. */
|
/** Makes a matrixfor rotation in the ZXY order. */
|
||||||
void S3L_makeRotationMatrixZXY(
|
void S3L_makeRotationMatrixZXY(
|
||||||
S3L_Unit aroundX,
|
S3L_Unit byX,
|
||||||
S3L_Unit aroundY,
|
S3L_Unit byY,
|
||||||
S3L_Unit aroundZ,
|
S3L_Unit byZ,
|
||||||
S3L_Mat4 *m);
|
S3L_Mat4 *m);
|
||||||
|
|
||||||
void S3L_makeRotationMatrixYXZ(
|
void S3L_makeRotationMatrixYXZ(
|
||||||
S3L_Unit aroundX,
|
S3L_Unit byX,
|
||||||
S3L_Unit aroundY,
|
S3L_Unit byY,
|
||||||
S3L_Unit aroundZ,
|
S3L_Unit byZ,
|
||||||
S3L_Mat4 *m);
|
S3L_Mat4 *m);
|
||||||
|
|
||||||
void S3L_makeWorldMatrix(S3L_Transform3D worldTransform, S3L_Mat4 *m);
|
void S3L_makeWorldMatrix(S3L_Transform3D worldTransform, S3L_Mat4 *m);
|
||||||
|
@ -717,18 +718,18 @@ void S3L_makeScaleMatrix(
|
||||||
}
|
}
|
||||||
|
|
||||||
void S3L_makeRotationMatrixZXY(
|
void S3L_makeRotationMatrixZXY(
|
||||||
S3L_Unit aroundX,
|
S3L_Unit byX,
|
||||||
S3L_Unit aroundY,
|
S3L_Unit byY,
|
||||||
S3L_Unit aroundZ,
|
S3L_Unit byZ,
|
||||||
S3L_Mat4 *m)
|
S3L_Mat4 *m)
|
||||||
{
|
{
|
||||||
S3L_Unit sx = S3L_sin(aroundX);
|
S3L_Unit sx = S3L_sin(byX);
|
||||||
S3L_Unit sy = S3L_sin(aroundY);
|
S3L_Unit sy = S3L_sin(byY);
|
||||||
S3L_Unit sz = S3L_sin(aroundZ);
|
S3L_Unit sz = S3L_sin(byZ);
|
||||||
|
|
||||||
S3L_Unit cx = S3L_cos(aroundX);
|
S3L_Unit cx = S3L_cos(byX);
|
||||||
S3L_Unit cy = S3L_cos(aroundY);
|
S3L_Unit cy = S3L_cos(byY);
|
||||||
S3L_Unit cz = S3L_cos(aroundZ);
|
S3L_Unit cz = S3L_cos(byZ);
|
||||||
|
|
||||||
#define M(x,y) (*m)[x][y]
|
#define M(x,y) (*m)[x][y]
|
||||||
#define S S3L_FRACTIONS_PER_UNIT
|
#define S S3L_FRACTIONS_PER_UNIT
|
||||||
|
@ -758,18 +759,18 @@ void S3L_makeRotationMatrixZXY(
|
||||||
}
|
}
|
||||||
|
|
||||||
void S3L_makeRotationMatrixYXZ(
|
void S3L_makeRotationMatrixYXZ(
|
||||||
S3L_Unit aroundX,
|
S3L_Unit byX,
|
||||||
S3L_Unit aroundY,
|
S3L_Unit byY,
|
||||||
S3L_Unit aroundZ,
|
S3L_Unit byZ,
|
||||||
S3L_Mat4 *m)
|
S3L_Mat4 *m)
|
||||||
{
|
{
|
||||||
S3L_Unit sx = S3L_sin(aroundX);
|
S3L_Unit sx = S3L_sin(byX);
|
||||||
S3L_Unit sy = S3L_sin(aroundY);
|
S3L_Unit sy = S3L_sin(byY);
|
||||||
S3L_Unit sz = S3L_sin(aroundZ);
|
S3L_Unit sz = S3L_sin(byZ);
|
||||||
|
|
||||||
S3L_Unit cx = S3L_cos(aroundX);
|
S3L_Unit cx = S3L_cos(byX);
|
||||||
S3L_Unit cy = S3L_cos(aroundY);
|
S3L_Unit cy = S3L_cos(byY);
|
||||||
S3L_Unit cz = S3L_cos(aroundZ);
|
S3L_Unit cz = S3L_cos(byZ);
|
||||||
|
|
||||||
#define M(x,y) (*m)[x][y]
|
#define M(x,y) (*m)[x][y]
|
||||||
#define S S3L_FRACTIONS_PER_UNIT
|
#define S S3L_FRACTIONS_PER_UNIT
|
||||||
|
|
1
todo.txt
1
todo.txt
|
@ -35,6 +35,7 @@ features:
|
||||||
- create demos
|
- create demos
|
||||||
- drawModel: create an option that would use a cache to not transform the same
|
- drawModel: create an option that would use a cache to not transform the same
|
||||||
point twice
|
point twice
|
||||||
|
- Change the rotations to use yaw-pitch-roll instead of extrinsic Euler angles?
|
||||||
|
|
||||||
bugs:
|
bugs:
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue