more math & testing

This commit is contained in:
Asuro
2025-03-01 04:32:30 +01:00
parent b0c80c1bbb
commit f7c01cb7b5
9 changed files with 139 additions and 31 deletions

View File

@@ -27,15 +27,15 @@ void Transform::CreateTransform(float* out, bx::Vec3 pos, bx::Quaternion rot, bx
bx::mtxMul(out, buf, tMat);
}
void Transform::Translate(bx::Vec3 offset)
void Transform::Translate(Vec3 offset)
{
Position = bx::add(Position, offset);
Position = bx::add(Position, {offset.x, offset.y, offset.z});
}
void Transform::TranslateLocal(bx::Vec3 offset)
void Transform::TranslateLocal(Vec3 offset)
{
bx::Vec3 localOffset = GlobalToLocalDirection(offset);
Position = bx::add(Position, localOffset);
Vec3 localOffset = GlobalToLocalDirection(offset);
Position = bx::add(Position, {localOffset.x, localOffset.y, localOffset.z});
}
void Transform::Rotate(bx::Vec3 rotation)
@@ -56,17 +56,17 @@ void Transform::RotateLocal(bx::Vec3 rotation)
bx::memCopy(Rotation.M, temp, sizeof(temp));
}
bx::Vec3 Transform::Right() const
Vec3 Transform::Right() const
{
return {M.M[0], M.M[1], M.M[2]};
}
bx::Vec3 Transform::Up() const
Vec3 Transform::Up() const
{
return {M.M[4], M.M[5], M.M[6]};
}
bx::Vec3 Transform::Forward() const
Vec3 Transform::Forward() const
{
return {M.M[8], M.M[9], M.M[10]};
}
@@ -120,7 +120,7 @@ namespace Game
return reinterpret_cast<void*>(ptrAligned);
}
} // namespace Game
bx::Vec3 Transform::GlobalToLocalDirection(bx::Vec3 global)
Vec3 Transform::GlobalToLocalDirection(Vec3 global)
{
UpdateMatrix();
float in[4]{global.x, global.y, global.z, 0.0f};
@@ -136,7 +136,7 @@ bx::Vec3 Transform::GlobalToLocalPoint(bx::Vec3 global)
bx::vec4MulMtx(out, in, MI.M);
return {out[0], out[1], out[2]};
}
bx::Vec3 Transform::LocalToGlobalDirection(bx::Vec3 local)
Vec3 Transform::LocalToGlobalDirection(Vec3 local)
{
UpdateMatrix();
float in[4]{local.x, local.y, local.z, 0.0f};
@@ -152,3 +152,23 @@ bx::Vec3 Transform::LocalToGlobalPoint(bx::Vec3 local)
bx::vec4MulMtx(out, in, M.M);
return {out[0], out[1], out[2]};
}
void Transform::SetPosition(Vec3 pos)
{
Position = {pos.x, pos.y, pos.z};
}
Vec3 Transform::GetPosition()
{
return {Position.x, Position.y, Position.z};
}
Mat4 Mat4::Inverse()
{
Mat4 result;
bx::mtxInverse(result.M, M);
return result;
}
Mat4 Mat4::Transpose()
{
Mat4 result;
bx::mtxTranspose(result.M, M);
return result;
}