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Updated Lua and citro3D, Added a type check in ctr.thread.pool

This commit is contained in:
Firew0lf 2016-09-24 18:42:40 +02:00
parent d3ea68f3d7
commit 2725dce383
81 changed files with 1467 additions and 801 deletions

View file

@ -21,7 +21,7 @@ VERSION := $(CITRO3D_MAJOR).$(CITRO3D_MINOR).$(CITRO3D_PATCH)
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
TARGET := citro3d
BUILD := build
SOURCES := source \
source/maths

View file

@ -283,12 +283,6 @@ static inline void Mtx_Copy(C3D_Mtx* out, const C3D_Mtx* in)
*out = *in;
}
/**
* @brief Identity matrix
* @param[out] out Matrix to fill
*/
void Mtx_Identity(C3D_Mtx* out);
/**
* @brief Multiply two matrices
* @param[out] out Output matrix
@ -489,6 +483,62 @@ void Mtx_PerspStereoTilt(C3D_Mtx* mtx, float fovy, float aspect, float near, flo
* @param[in] isLeftHanded If true, output matrix is left-handed. If false, output matrix is right-handed.
*/
void Mtx_LookAt(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3D_FVec cameraUpVector, bool isLeftHanded);
/**
*@brief Transposes the matrix. Row => Column, and vice versa.
*@param[in,out] out Output matrix.
*/
void Mtx_Transpose(C3D_Mtx* out);
/**
* @brief Creates a matrix with the diagonal using the given parameters.
* @param[out] out Output matrix.
* @param[in] x The X component.
* @param[in] y The Y component.
* @param[in] z The Z component.
* @param[in] w The W component.
*/
static inline void Mtx_Diagonal(C3D_Mtx* out, float x, float y, float z, float w)
{
Mtx_Zeros(out);
out->r[0].x = x;
out->r[1].y = y;
out->r[2].z = z;
out->r[3].w = w;
}
/**
* @brief Identity matrix
* @param[out] out Matrix to fill
*/
static inline void Mtx_Identity(C3D_Mtx* out)
{
Mtx_Diagonal(out, 1.0f, 1.0f, 1.0f, 1.0f);
}
/**
* @brief Matrix addition
* @param[out] out Output matrix.
* @param[in] lhs Left matrix.
* @param[in] rhs Right matrix.
*/
static inline void Mtx_Add(C3D_Mtx* out, const C3D_Mtx* lhs, const C3D_Mtx* rhs)
{
for (int i = 0; i < 16; i++)
out->m[i] = lhs->m[i] + rhs->m[i];
}
/**
* @brief Matrix subtraction
* @param[out] out Output matrix.
* @param[in] lhs Left matrix.
* @param[in] rhs Right matrix.
*/
static inline void Mtx_Subtract(C3D_Mtx* out, const C3D_Mtx* lhs, const C3D_Mtx* rhs)
{
for (int i = 0; i < 16; i++)
out->m[i] = lhs->m[i] - rhs->m[i];
}
///@}
///@name Quaternion Math
@ -621,6 +671,14 @@ C3D_FQuat Quat_RotateZ(C3D_FQuat q, float r, bool bRightSide);
*/
void Mtx_FromQuat(C3D_Mtx* m, C3D_FQuat q);
/**
* @brief Get Quaternion equivalent to 4x4 matrix
* @note If the matrix is orthogonal or special orthogonal, where determinant(matrix) = +1.0f, then the matrix can be converted.
* @param[in] m Input Matrix
* @return Generated Quaternion
*/
C3D_FQuat Quat_FromMtx(const C3D_Mtx* m);
/**
* @brief Identity Quaternion
* @return Identity Quaternion
@ -668,4 +726,31 @@ static inline C3D_FVec FVec3_CrossQuat(C3D_FVec v, C3D_FQuat q)
// v×q = q^-1×v
return Quat_CrossFVec3(Quat_Inverse(q), v);
}
/**
* @brief Converting Pitch, Yaw, and Roll to Quaternion equivalent
* @param[in] pitch The pitch angle in radians.
* @param[in] yaw The yaw angle in radians.
* @param[in] roll The roll angle in radians.
* @return C3D_FQuat The Quaternion equivalent with the pitch, yaw, and roll orientations applied.
*/
C3D_FQuat Quat_FromPitchYawRoll(float pitch, float yaw, float roll, bool bRightSide);
/**
* @brief Quaternion Look At
* @param[in] source C3D_FVec Starting position. Origin of rotation.
* @param[in] target C3D_FVec Target position to orient towards.
* @param[in] forwardVector C3D_FVec The Up vector.
* @param[in] upVector C3D_FVec The Up vector.
* @return Quaternion rotation.
*/
C3D_FQuat Quat_LookAt(C3D_FVec source, C3D_FVec target, C3D_FVec forwardVector, C3D_FVec upVector);
/**
* @brief Quaternion, created from a given axis and angle in radians.
* @param[in] axis C3D_FVec The axis to rotate around at.
* @param[in] angle float The angle to rotate. Unit: Radians
* @return Quaternion rotation based on the axis and angle. Axis doesn't have to be orthogonal.
*/
C3D_FQuat Quat_FromAxisAngle(C3D_FVec axis, float angle);
///@}

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@ -1,10 +0,0 @@
#include <c3d/maths.h>
void Mtx_Identity(C3D_Mtx* out)
{
// http://www.wolframalpha.com/input/?i={{1,0,0,0},{0,1,0,0},{0,0,1,0},{0,0,0,1}}
int i;
for (i = 0; i < 16; ++i)
out->m[i] = 0.0f;
out->r[0].x = out->r[1].y = out->r[2].z = out->r[3].w = 1.0f;
}

View file

@ -7,6 +7,7 @@
#include <unistd.h>
#include <3ds.h>
#include <citro3d.h>
#include <float.h>
#include "vshader_shbin.h"
@ -840,6 +841,104 @@ void ortho_test()
C3D_RenderTargetDelete(tex);
}
void transpose_test()
{
consoleClear();
C3D_Mtx modelView, check;
Mtx_Identity(&modelView);
Mtx_Translate(&modelView, ((float)(rand() % 100)) + 5.0f, ((float)(rand() % 100)) + 5.0f, ((float)(rand() % 100)) + 5.0f, true);
Mtx_RotateX(&modelView, (float)(rand() % 180) * (acos(-1)/180.0f), true);
Mtx_RotateY(&modelView, (float)(rand() % 180) * (acos(-1)/180.0f), true);
Mtx_RotateZ(&modelView, (float)(rand() % 180) * (acos(-1)/180.0f), true);
Mtx_Copy(&check, &modelView);
std::printf("Random Translation:\n");
for (int i = 0; i < 16; i++)
{
std::printf("%2.2f ", modelView.m[i]);
if (i % 4 == 3)
std::printf("\n");
}
Mtx_Transpose(&modelView);
std::printf("Random Translation Transposed:\n");
for (int i = 0; i < 16; i++)
{
std::printf("%2.2f ", modelView.m[i]);
if (i % 4 == 3)
std::printf("\n");
}
Mtx_Transpose(&modelView);
std::printf("Rand-Trans Transposed Transposed:\n");
for (int i = 0; i < 16; i++)
{
std::printf("%2.2f ", modelView.m[i]);
if (i % 4 == 3)
std::printf("\n");
}
bool transposeFailCheck = false;
for (int i = 0; i < 16; i++)
{
if (modelView.m[i] != check.m[i])
{
transposeFailCheck = true;
break;
}
}
bool transInvFailCheck = false;
Mtx_Inverse(&modelView);
Mtx_Transpose(&modelView);
Mtx_Transpose(&check);
Mtx_Inverse(&check);
for (int i = 0; i < 16; i++)
{
if (fabsf(modelView.m[i] - check.m[i]) > 0.001f)
{
std::printf("%f != %f\n", modelView.m[i], check.m[i]);
transInvFailCheck = true;
break;
}
}
std::printf("Transposed Inverse of RandMatrix:\n");
for (int i = 0; i < 16; i++)
{
std::printf("%2.2f ", modelView.m[i]);
if (i % 4 == 3)
std::printf("\n");
}
std::printf("Inverse Transposed of RandMatrix:\n");
for (int i = 0; i < 16; i++)
{
std::printf("%2.2f ", check.m[i]);
if (i % 4 == 3)
std::printf("\n");
}
std::printf("\n");
std::printf("Transpose(Transpose(A)) = A? %s\n", (transposeFailCheck ? "False" : "True"));
std::printf("Inv(Trans(A))=Trans(Inv(A))? %s\n", (transInvFailCheck ? "False" : "True"));
while(aptMainLoop())
{
gspWaitForVBlank();
hidScanInput();
u32 down = hidKeysDown();
if(down & (KEY_START|KEY_SELECT))
break;
}
}
typedef struct
{
const char *name;
@ -854,6 +953,7 @@ test_t tests[] =
{ "Mtx_Persp", persp_test, },
{ "Mtx_PerspStereo", stereo_test, },
{ "Mtx_Ortho", ortho_test, },
{ "Mtx_Transpose", transpose_test, },
};
const size_t num_tests = sizeof(tests)/sizeof(tests[0]);

View file

@ -737,6 +737,31 @@ check_matrix(generator_t &gen, distribution_t &dist)
assert(Mtx_MultiplyFVecH(&m, FVec3_New(v.x, v.y, v.z)) == glm::mat4x3(g)*v);
}
// check matrix transpose
{
C3D_Mtx m;
glm::mat4 check;
randomMatrix(m, gen, dist);
//Reducing rounding errors, and copying the values over to the check matrix.
for(size_t i = 0; i < 16; ++i)
{
m.m[i] = static_cast<int>(m.m[i]);
}
check = loadMatrix(m);
Mtx_Transpose(&m);
Mtx_Transpose(&m);
assert(m == glm::transpose(glm::transpose(check)));
//Comparing inverse(transpose(m)) == transpose(inverse(m))
Mtx_Transpose(&m);
Mtx_Inverse(&m);
assert(m == glm::transpose(glm::inverse(check)));
}
}
}