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Fix lookAt
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3e5094db87
commit
81d3264dfd
3 changed files with 10 additions and 8 deletions
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@ -227,7 +227,7 @@ int main()
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scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.z = scene.models[1].transform.translation.z - carDirection.z;
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scene.camera.transform.rotation.y = -1 * scene.models[1].transform.rotation.y;
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scene.camera.transform.rotation.y = scene.models[1].transform.rotation.y;
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,textureSDL,NULL,NULL);
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@ -328,6 +328,8 @@ int main()
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S3L_initCamera(&scene.camera);
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houseModelInit();
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// scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
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scene.camera.transform.translation.x = 105;
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@ -456,7 +458,8 @@ S3L_setTransform3D(-2039,173,6096,-2,-296,0,512,512,512,&(scene.camera.transform
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scene.camera.transform.rotation.z += 1;
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if (keys['p'])
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S3L_lookAt(scene.camera.transform.translation,scene.models[0].transform.translation,&(scene.camera.transform));
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// S3L_lookAt(scene.models[0].transform.translation,&(scene.camera.transform));
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S3L_lookAt(scene.camera.transform.translation,&(scene.models[1].transform));
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,texture,NULL,NULL);
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11
small3dlib.h
11
small3dlib.h
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@ -1364,7 +1364,7 @@ void S3L_lookAt(S3L_Vec4 pointTo, S3L_Transform3D *t)
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dx = (v.x * S3L_FRACTIONS_PER_UNIT) / S3L_nonZero(l); // normalize
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t->rotation.y = S3L_asin(dx);
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t->rotation.y = -1 * S3L_asin(dx);
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if (v.y < 0)
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t->rotation.y = S3L_FRACTIONS_PER_UNIT / 2 - t->rotation.y;
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@ -1376,8 +1376,7 @@ void S3L_lookAt(S3L_Vec4 pointTo, S3L_Transform3D *t)
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dx = (v.x * S3L_FRACTIONS_PER_UNIT) / S3L_nonZero(l);
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t->rotation.x = -1 * S3L_asin(dx);
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t->rotation.x = S3L_asin(dx);
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}
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void S3L_setTransform3D(
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@ -2220,9 +2219,9 @@ void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m)
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S3L_Mat4 r;
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S3L_makeRotationMatrixZXY(
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-1 * cameraTransform.rotation.x,
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-1 * cameraTransform.rotation.y,
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-1 * cameraTransform.rotation.z,
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cameraTransform.rotation.x,
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cameraTransform.rotation.y,
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cameraTransform.rotation.z,
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&r);
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S3L_transposeMat4(&r); // transposing creates an inverse transform
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