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Use mat transposition for inverse
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parent
09479b7fa1
commit
596b9a48bf
1 changed files with 21 additions and 51 deletions
72
small3dlib.h
72
small3dlib.h
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@ -398,6 +398,8 @@ typedef S3L_Unit S3L_Mat4[4][4]; /**< 4x4 matrix, used mostly for 3D
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/** Initializes a 4x4 matrix to identity. */
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/** Initializes a 4x4 matrix to identity. */
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static inline void S3L_initMat4(S3L_Mat4 *m);
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static inline void S3L_initMat4(S3L_Mat4 *m);
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void S3L_transposeMat4(S3L_Mat4 *m);
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void S3L_makeTranslationMat(
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void S3L_makeTranslationMat(
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S3L_Unit offsetX,
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S3L_Unit offsetX,
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S3L_Unit offsetY,
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S3L_Unit offsetY,
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@ -419,12 +421,6 @@ void S3L_makeRotationMatrixZXY(
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S3L_Unit byZ,
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S3L_Unit byZ,
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S3L_Mat4 *m);
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S3L_Mat4 *m);
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void S3L_makeRotationMatrixYXZ(
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S3L_Unit byX,
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S3L_Unit byY,
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S3L_Unit byZ,
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S3L_Mat4 *m);
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void S3L_makeWorldMatrix(S3L_Transform3D worldTransform, S3L_Mat4 *m);
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void S3L_makeWorldMatrix(S3L_Transform3D worldTransform, S3L_Mat4 *m);
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void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m);
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void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m);
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@ -956,47 +952,6 @@ void S3L_makeRotationMatrixZXY(
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#undef S
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#undef S
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}
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}
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void S3L_makeRotationMatrixYXZ(
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S3L_Unit byX,
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S3L_Unit byY,
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S3L_Unit byZ,
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S3L_Mat4 *m)
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{
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S3L_Unit sx = S3L_sin(byX);
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S3L_Unit sy = S3L_sin(byY);
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S3L_Unit sz = S3L_sin(byZ);
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S3L_Unit cx = S3L_cos(byX);
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S3L_Unit cy = S3L_cos(byY);
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S3L_Unit cz = S3L_cos(byZ);
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#define M(x,y) (*m)[x][y]
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#define S S3L_FRACTIONS_PER_UNIT
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M(0,0) = (cy * cz) / S - (sy * sx * sz) / (S * S);
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M(1,0) = (cy * sz) / S + (sx * sy * cz) / (S * S);
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M(2,0) = -1 * (cx * sy) / S;
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M(3,0) = 0;
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M(0,1) = -1 * (sz * cx) / S;
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M(1,1) = (cz * cx) / S;
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M(2,1) = sx;
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M(3,1) = 0;
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M(0,2) = (cz * sy) / S + (sz * sx * cy) / (S * S);
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M(1,2) = (sz * sy) / S - (cz * sx * cy) / (S * S);
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M(2,2) = (cx * cy) / S;
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M(3,2) = 0;
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M(0,3) = 0;
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M(1,3) = 0;
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M(2,3) = 0;
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M(3,3) = S3L_FRACTIONS_PER_UNIT;
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#undef M
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#undef S
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}
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void S3L_initTransoform3D(S3L_Transform3D *t)
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void S3L_initTransoform3D(S3L_Transform3D *t)
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{
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{
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S3L_initVec4(&(t->translation));
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S3L_initVec4(&(t->translation));
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@ -1691,6 +1646,19 @@ void S3L_makeWorldMatrix(S3L_Transform3D worldTransform, S3L_Mat4 *m)
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S3L_mat4Xmat4(m,&t);
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S3L_mat4Xmat4(m,&t);
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}
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}
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void S3L_transposeMat4(S3L_Mat4 *m)
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{
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S3L_Unit tmp;
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for (uint8_t y = 0; y < 3; ++y)
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for (uint8_t x = 1 + y; x < 4; ++x)
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{
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tmp = (*m)[x][y];
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(*m)[x][y] = (*m)[y][x];
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(*m)[y][x] = tmp;
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}
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}
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void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m)
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void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m)
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{
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{
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S3L_makeTranslationMat(
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S3L_makeTranslationMat(
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@ -1701,12 +1669,14 @@ void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m)
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S3L_Mat4 r;
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S3L_Mat4 r;
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S3L_makeRotationMatrixYXZ(
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S3L_makeRotationMatrixZXY(
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cameraTransform.rotation.x,
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-1 * cameraTransform.rotation.x,
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cameraTransform.rotation.y,
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-1 * cameraTransform.rotation.y,
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cameraTransform.rotation.z,
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-1 * cameraTransform.rotation.z,
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&r);
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&r);
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S3L_transposeMat4(&r); // transposing creates an inverse transform
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S3L_mat4Xmat4(m,&r);
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S3L_mat4Xmat4(m,&r);
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}
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}
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