diff --git a/small3dlib.h b/small3dlib.h index 95ad5e3..5eca0c3 100644 --- a/small3dlib.h +++ b/small3dlib.h @@ -398,6 +398,8 @@ typedef S3L_Unit S3L_Mat4[4][4]; /**< 4x4 matrix, used mostly for 3D /** Initializes a 4x4 matrix to identity. */ static inline void S3L_initMat4(S3L_Mat4 *m); +void S3L_transposeMat4(S3L_Mat4 *m); + void S3L_makeTranslationMat( S3L_Unit offsetX, S3L_Unit offsetY, @@ -419,12 +421,6 @@ void S3L_makeRotationMatrixZXY( S3L_Unit byZ, S3L_Mat4 *m); -void S3L_makeRotationMatrixYXZ( - S3L_Unit byX, - S3L_Unit byY, - S3L_Unit byZ, - S3L_Mat4 *m); - void S3L_makeWorldMatrix(S3L_Transform3D worldTransform, S3L_Mat4 *m); void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m); @@ -956,47 +952,6 @@ void S3L_makeRotationMatrixZXY( #undef S } -void S3L_makeRotationMatrixYXZ( - S3L_Unit byX, - S3L_Unit byY, - S3L_Unit byZ, - S3L_Mat4 *m) -{ - S3L_Unit sx = S3L_sin(byX); - S3L_Unit sy = S3L_sin(byY); - S3L_Unit sz = S3L_sin(byZ); - - S3L_Unit cx = S3L_cos(byX); - S3L_Unit cy = S3L_cos(byY); - S3L_Unit cz = S3L_cos(byZ); - - #define M(x,y) (*m)[x][y] - #define S S3L_FRACTIONS_PER_UNIT - - M(0,0) = (cy * cz) / S - (sy * sx * sz) / (S * S); - M(1,0) = (cy * sz) / S + (sx * sy * cz) / (S * S); - M(2,0) = -1 * (cx * sy) / S; - M(3,0) = 0; - - M(0,1) = -1 * (sz * cx) / S; - M(1,1) = (cz * cx) / S; - M(2,1) = sx; - M(3,1) = 0; - - M(0,2) = (cz * sy) / S + (sz * sx * cy) / (S * S); - M(1,2) = (sz * sy) / S - (cz * sx * cy) / (S * S); - M(2,2) = (cx * cy) / S; - M(3,2) = 0; - - M(0,3) = 0; - M(1,3) = 0; - M(2,3) = 0; - M(3,3) = S3L_FRACTIONS_PER_UNIT; - - #undef M - #undef S -} - void S3L_initTransoform3D(S3L_Transform3D *t) { S3L_initVec4(&(t->translation)); @@ -1691,6 +1646,19 @@ void S3L_makeWorldMatrix(S3L_Transform3D worldTransform, S3L_Mat4 *m) S3L_mat4Xmat4(m,&t); } +void S3L_transposeMat4(S3L_Mat4 *m) +{ + S3L_Unit tmp; + + for (uint8_t y = 0; y < 3; ++y) + for (uint8_t x = 1 + y; x < 4; ++x) + { + tmp = (*m)[x][y]; + (*m)[x][y] = (*m)[y][x]; + (*m)[y][x] = tmp; + } +} + void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m) { S3L_makeTranslationMat( @@ -1701,12 +1669,14 @@ void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m) S3L_Mat4 r; - S3L_makeRotationMatrixYXZ( - cameraTransform.rotation.x, - cameraTransform.rotation.y, - cameraTransform.rotation.z, + S3L_makeRotationMatrixZXY( + -1 * cameraTransform.rotation.x, + -1 * cameraTransform.rotation.y, + -1 * cameraTransform.rotation.z, &r); + S3L_transposeMat4(&r); // transposing creates an inverse transform + S3L_mat4Xmat4(m,&r); }