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Introduced some matrix math to properly construct a texture space transform, that we can also invert to create a transform back to world space. Finally our tesselated polygons are working perfectly!
master
Introduced some matrix math to properly construct a texture space transform, that we can also invert to create a transform back to world space. Finally our tesselated polygons are working perfectly!
master
5 changed files with 208 additions and 26 deletions
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1PS1BSP.vcxproj
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3PS1BSP.vcxproj.filters
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6bsp.h
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172matrix.h
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52tesselate.cpp
@ -0,0 +1,172 @@ |
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#pragma once |
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class Matrix4x4 |
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{ |
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public: |
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union |
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{ |
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double m[16]; |
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double _m[4][4]; |
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}; |
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Matrix4x4() { LoadIdentity(); } |
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void LoadNull() |
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{ |
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for (int i = 0; i < 16; i++) |
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m[i] = 0; |
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} |
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void LoadIdentity() |
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{ |
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m[0] = m[5] = m[10] = m[15] = 1; |
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m[1] = m[2] = m[3] = m[4] = |
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m[6] = m[7] = m[8] = m[9] = |
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m[11] = m[12] = m[13] = m[14] = 0; |
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} |
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void SetAxis(int axis, const Vec3& value) |
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{ |
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m[0 + axis] = value.x; |
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m[4 + axis] = value.y; |
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m[8 + axis] = value.z; |
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} |
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void SetTranslation(const Vec3& value) |
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{ |
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m[12] = value.x; |
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m[13] = value.y; |
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m[14] = value.z; |
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} |
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Vec3 TransformPoint(const Vec3& point) |
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{ |
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return Vec3( |
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(double)point.x * m[0] + |
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(double)point.y * m[4] + |
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(double)point.z * m[8] + |
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m[12], |
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(double)point.x * m[1] + |
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(double)point.y * m[5] + |
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(double)point.z * m[9] + |
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m[13], |
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(double)point.x * m[2] + |
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(double)point.y * m[6] + |
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(double)point.z * m[10] + |
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m[14]); |
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} |
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Vec3 TransformDirection(const Vec3& dir) |
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{ |
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return Vec3( |
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(double)dir.x * m[0] + |
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(double)dir.y * m[4] + |
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(double)dir.z * m[8], |
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(double)dir.x * m[1] + |
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(double)dir.y * m[5] + |
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(double)dir.z * m[9], |
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(double)dir.x * m[2] + |
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(double)dir.y * m[6] + |
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(double)dir.z * m[10]); |
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} |
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bool Invert() |
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{ |
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double tmp[12]; |
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double src[16]; |
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double dst[16]; |
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// Transpose matrix |
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for (int i = 0; i < 4; i++) { |
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src[i + 0] = m[i * 4 + 0]; |
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src[i + 4] = m[i * 4 + 1]; |
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src[i + 8] = m[i * 4 + 2]; |
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src[i + 12] = m[i * 4 + 3]; |
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} |
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// Calculate pairs for first 8 elements (cofactors) |
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tmp[0] = src[10] * src[15]; |
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tmp[1] = src[11] * src[14]; |
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tmp[2] = src[9] * src[15]; |
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tmp[3] = src[11] * src[13]; |
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tmp[4] = src[9] * src[14]; |
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tmp[5] = src[10] * src[13]; |
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tmp[6] = src[8] * src[15]; |
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tmp[7] = src[11] * src[12]; |
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tmp[8] = src[8] * src[14]; |
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tmp[9] = src[10] * src[12]; |
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tmp[10] = src[8] * src[13]; |
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tmp[11] = src[9] * src[12]; |
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// Calculate first 8 elements (cofactors) |
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dst[0] = tmp[0] * src[5] + tmp[3] * src[6] + tmp[4] * src[7]; |
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dst[0] -= tmp[1] * src[5] + tmp[2] * src[6] + tmp[5] * src[7]; |
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dst[1] = tmp[1] * src[4] + tmp[6] * src[6] + tmp[9] * src[7]; |
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dst[1] -= tmp[0] * src[4] + tmp[7] * src[6] + tmp[8] * src[7]; |
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dst[2] = tmp[2] * src[4] + tmp[7] * src[5] + tmp[10] * src[7]; |
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dst[2] -= tmp[3] * src[4] + tmp[6] * src[5] + tmp[11] * src[7]; |
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dst[3] = tmp[5] * src[4] + tmp[8] * src[5] + tmp[11] * src[6]; |
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dst[3] -= tmp[4] * src[4] + tmp[9] * src[5] + tmp[10] * src[6]; |
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dst[4] = tmp[1] * src[1] + tmp[2] * src[2] + tmp[5] * src[3]; |
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dst[4] -= tmp[0] * src[1] + tmp[3] * src[2] + tmp[4] * src[3]; |
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dst[5] = tmp[0] * src[0] + tmp[7] * src[2] + tmp[8] * src[3]; |
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dst[5] -= tmp[1] * src[0] + tmp[6] * src[2] + tmp[9] * src[3]; |
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dst[6] = tmp[3] * src[0] + tmp[6] * src[1] + tmp[11] * src[3]; |
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dst[6] -= tmp[2] * src[0] + tmp[7] * src[1] + tmp[10] * src[3]; |
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dst[7] = tmp[4] * src[0] + tmp[9] * src[1] + tmp[10] * src[2]; |
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dst[7] -= tmp[5] * src[0] + tmp[8] * src[1] + tmp[11] * src[2]; |
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// Calculate pairs for second 8 elements (cofactors) |
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tmp[0] = src[2] * src[7]; |
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tmp[1] = src[3] * src[6]; |
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tmp[2] = src[1] * src[7]; |
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tmp[3] = src[3] * src[5]; |
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tmp[4] = src[1] * src[6]; |
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tmp[5] = src[2] * src[5]; |
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tmp[6] = src[0] * src[7]; |
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tmp[7] = src[3] * src[4]; |
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tmp[8] = src[0] * src[6]; |
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tmp[9] = src[2] * src[4]; |
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tmp[10] = src[0] * src[5]; |
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tmp[11] = src[1] * src[4]; |
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// Calculate second 8 elements (cofactors) |
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dst[8] = tmp[0] * src[13] + tmp[3] * src[14] + tmp[4] * src[15]; |
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dst[8] -= tmp[1] * src[13] + tmp[2] * src[14] + tmp[5] * src[15]; |
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dst[9] = tmp[1] * src[12] + tmp[6] * src[14] + tmp[9] * src[15]; |
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dst[9] -= tmp[0] * src[12] + tmp[7] * src[14] + tmp[8] * src[15]; |
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dst[10] = tmp[2] * src[12] + tmp[7] * src[13] + tmp[10] * src[15]; |
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dst[10] -= tmp[3] * src[12] + tmp[6] * src[13] + tmp[11] * src[15]; |
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dst[11] = tmp[5] * src[12] + tmp[8] * src[13] + tmp[11] * src[14]; |
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dst[11] -= tmp[4] * src[12] + tmp[9] * src[13] + tmp[10] * src[14]; |
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dst[12] = tmp[2] * src[10] + tmp[5] * src[11] + tmp[1] * src[9]; |
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dst[12] -= tmp[4] * src[11] + tmp[0] * src[9] + tmp[3] * src[10]; |
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dst[13] = tmp[8] * src[11] + tmp[0] * src[8] + tmp[7] * src[10]; |
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dst[13] -= tmp[6] * src[10] + tmp[9] * src[11] + tmp[1] * src[8]; |
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dst[14] = tmp[6] * src[9] + tmp[11] * src[11] + tmp[3] * src[8]; |
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dst[14] -= tmp[10] * src[11] + tmp[2] * src[8] + tmp[7] * src[9]; |
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dst[15] = tmp[10] * src[10] + tmp[4] * src[8] + tmp[9] * src[9]; |
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dst[15] -= tmp[8] * src[9] + tmp[11] * src[10] + tmp[5] * src[8]; |
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// Calculate determinant |
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double det = src[0] * dst[0] + src[1] * dst[1] + src[2] * dst[2] + src[3] * dst[3]; |
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if (fabs(det) < FLT_EPSILON) |
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{ |
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return false; |
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} |
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else |
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{ |
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// Calculate matrix inverse |
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det = 1.0 / det; |
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for (int i = 0; i < 16; i++) |
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m[i] = dst[i] * det; |
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} |
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return true; |
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} |
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}; |
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