mirror of
https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-12-22 01:26:17 +01:00
Add rotation
This commit is contained in:
parent
e330136046
commit
aff771d1cc
1 changed files with 46 additions and 5 deletions
51
s3l.h
51
s3l.h
|
@ -10,6 +10,10 @@
|
|||
|
||||
--------------------
|
||||
|
||||
CONVENTIONS:
|
||||
|
||||
Angles are in S3L_Units, a full angle (2 pi) is S3L_FRACTIONS_PER_UNITs.
|
||||
|
||||
COORDINATE SYSTEMS:
|
||||
|
||||
In 3D space, a left-handed coord. system is used. One spatial unit is split
|
||||
|
@ -91,7 +95,10 @@ static inline void S3L_initVec3(S3L_Vec3 *v)
|
|||
typedef struct
|
||||
{
|
||||
S3L_Vec3 offset;
|
||||
S3L_Vec3 rotation;
|
||||
S3L_Vec3 rotation; /**< Euler angles. Rortation is applied in this order:
|
||||
1. z = around z (roll) CW looking along z+
|
||||
2. x = around x (pitch) CW looking along x+
|
||||
3. y = around y (yaw) CW looking along y+ */
|
||||
S3L_Vec3 scale;
|
||||
} S3L_Transform3D;
|
||||
|
||||
|
@ -223,17 +230,24 @@ static inline S3L_Unit S3L_nonZero(S3L_Unit value)
|
|||
static inline S3L_Unit S3L_sin(S3L_Unit x)
|
||||
{
|
||||
x = S3L_wrap(x / S3L_SIN_TABLE_UNIT_STEP,S3L_SIN_TABLE_LENGTH * 4);
|
||||
int8_t positive = 1;
|
||||
|
||||
if (x < S3L_SIN_TABLE_LENGTH)
|
||||
x = x;
|
||||
else if (x < S3L_SIN_TABLE_LENGTH * 2)
|
||||
x = S3L_SIN_TABLE_LENGTH * 2 - x - 1;
|
||||
else if (x < S3L_SIN_TABLE_LENGTH * 3)
|
||||
{
|
||||
x = x - S3L_SIN_TABLE_LENGTH * 2;
|
||||
positive = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
x = S3L_SIN_TABLE_LENGTH - (x - S3L_SIN_TABLE_LENGTH * 3) - 1;
|
||||
positive = 0;
|
||||
}
|
||||
|
||||
return S3L_sinTable[x];
|
||||
return positive ? S3L_sinTable[x] : -1 * S3L_sinTable[x];
|
||||
}
|
||||
|
||||
static inline S3L_Unit S3L_cos(S3L_Unit x)
|
||||
|
@ -595,12 +609,39 @@ void S3L_drawTriangle(
|
|||
#undef stepSide
|
||||
}
|
||||
|
||||
static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle)
|
||||
{
|
||||
if (angle < S3L_SIN_TABLE_UNIT_STEP)
|
||||
return; // no visible rotation
|
||||
|
||||
S3L_Unit angleSin = S3L_sin(angle);
|
||||
S3L_Unit angleCos = S3L_cos(angle);
|
||||
|
||||
S3L_Unit xBackup = *x;
|
||||
|
||||
*x =
|
||||
(angleCos * (*x)) / S3L_FRACTIONS_PER_UNIT -
|
||||
(angleSin * (*y)) / S3L_FRACTIONS_PER_UNIT;
|
||||
|
||||
*y =
|
||||
(angleSin * xBackup) / S3L_FRACTIONS_PER_UNIT +
|
||||
(angleCos * (*y)) / S3L_FRACTIONS_PER_UNIT;
|
||||
}
|
||||
|
||||
static inline void S3L_mapModelToWorld(S3L_Vec3 point,
|
||||
S3L_Transform3D *modelTransform, S3L_Vec3 *newPoint)
|
||||
{
|
||||
newPoint->x = point.x + modelTransform->offset.x;
|
||||
newPoint->y = point.y + modelTransform->offset.y;
|
||||
newPoint->z = point.z + modelTransform->offset.z;
|
||||
newPoint->x = point.x;
|
||||
newPoint->y = point.y;
|
||||
newPoint->z = point.z;
|
||||
|
||||
S3L_rotate2DPoint(&(newPoint->x),&(newPoint->y),modelTransform->rotation.z);
|
||||
S3L_rotate2DPoint(&(newPoint->z),&(newPoint->y),modelTransform->rotation.x);
|
||||
S3L_rotate2DPoint(&(newPoint->z),&(newPoint->x),modelTransform->rotation.y);
|
||||
|
||||
newPoint->x += modelTransform->offset.x;
|
||||
newPoint->y += modelTransform->offset.y;
|
||||
newPoint->z += modelTransform->offset.z;
|
||||
}
|
||||
|
||||
static inline void S3L_mapWorldToCamera(S3L_Vec3 point,
|
||||
|
|
Loading…
Reference in a new issue