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