Implement transform math to rotate movement direction

master
outfrost 2020-06-04 01:00:46 +02:00
parent 8db797f0a1
commit 065f63e66d
7 changed files with 79 additions and 2 deletions

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@ -4,9 +4,10 @@ BUILDDIR ?= target/$(PLATFORM)
SRCDIR ?= src
CPPFLAGS ::= -iquotesrc/ $(CPPFLAGS)
CFLAGS ::= -g -std=c99 -Wall -Wextra -Wpedantic -Werror -Wno-error=unused-function $(CFLAGS)
CFLAGS ::= -g -std=c99 -Wall -Wextra -Wpedantic -Werror \
-Wno-error=unused-function -Wno-error=unused-parameter $(CFLAGS)
LDFLAGS ::= $(LDFLAGS)
LDLIBS ::= -lGL -lGLEW -lglut -lassimp $(LDLIBS)
LDLIBS ::= -lm -lGL -lGLEW -lglut -lassimp $(LDLIBS)
# ######
# Paths

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@ -1,7 +1,12 @@
#include "geometry.h"
#include <math.h>
#include <stddef.h>
const float TAU = 6.28318530718f;
Transform identity() {
return (Transform) { .a1 = 1.0f, .a2 = 0.0f, .a3 = 0.0f, .a4 = 0.0f,
.b1 = 0.0f, .b2 = 1.0f, .b3 = 0.0f, .b4 = 0.0f,
@ -34,6 +39,42 @@ void translate(Transform* transform, Vector3D vec) {
*transform);
}
void rotate(Transform* transform, Vector3D axis, float angle) {
axis = normalized(axis);
float l = axis.x;
float m = axis.y;
float n = axis.z;
float sinA = sinf(angle);
float cosA = cosf(angle);
float omcA = 1 - cosA;
*transform = multiply(
(Transform) { l*l*omcA + cosA, m*l*omcA - n*sinA, n*l*omcA + m*sinA, 0.0f,
l*m*omcA + n*sinA, m*m*omcA + cosA, n*m*omcA - l*sinA, 0.0f,
l*n*omcA - m*sinA, m*n*omcA + l*sinA, n*n*omcA + cosA, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f },
*transform);
}
Vector3D applyTransform(Transform* transform, Vector3D vec) {
GLfloat* a = (GLfloat*) &transform;
GLfloat b[4] = { vec.x, vec.y, vec.z, 1.0f };
GLfloat c[4];
for (size_t row = 0; row < 4; ++row) {
c[row] =
a[(row * 4) + 0] * b[0]
+ a[(row * 4) + 1] * b[1]
+ a[(row * 4) + 2] * b[2]
+ a[(row * 4) + 3] * b[3];
}
return (Vector3D) { c[0], c[1], c[2] };
}
Vector3D translationOf(Transform transform) {
return (Vector3D) { transform.a4, transform.b4, transform.c4 };
}
Vector3D normalized(Vector3D vec) {
float magnitude = sqrtf(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z);
return (Vector3D) {vec.x / magnitude, vec.y / magnitude, vec.z / magnitude};
}

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@ -19,9 +19,14 @@ struct Transform {
GLfloat d1, d2, d3, d4;
};
extern const float TAU;
Transform identity();
Transform multiply(Transform t1, Transform t2);
void translate(Transform* transform, Vector3D vec);
void rotate(Transform* transform, Vector3D axis, float angle);
Vector3D applyTransform(Transform* transform, Vector3D vec);
Vector3D translationOf(Transform transform);
Vector3D normalized(Vector3D vec);
#endif // GEOMETRY_H_

16
src/engine/input.c Normal file
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@ -0,0 +1,16 @@
#include "input.h"
#include "player.h"
void onKeyPressed(unsigned char key, int x, int y) {
switch (key) {
case 'w':
case 's':
case 'a':
case 'd':
//playerMovementInput();
break;
default:
break;
}
}

6
src/engine/input.h Normal file
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@ -0,0 +1,6 @@
#ifndef INPUT_H_
#define INPUT_H_
void onKeyPressed(unsigned char key, int x, int y);
#endif // INPUT_H_

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@ -17,3 +17,10 @@ void spawnPlayer(Transform transform) {
playerCharacter->transform = transform;
reparentScene(playerCharacter, currentScene);
}
void playerMovementInput(float x, float y) {
Transform rotation = identity();
rotate(&rotation, (Vector3D) { 0.0f, 1.0f, 0.0f }, TAU / 8.0f);
Vector3D movementDirection = (Vector3D) { x, 0.0f, -y };
movementDirection = normalized(applyTransform(&rotation, movementDirection));
}

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@ -9,5 +9,6 @@ extern Scene* playerCharacter;
void initPlayer();
void spawnPlayer(Transform transform);
void playerMovementInput(float x, float y);
#endif // PLAYER_H_