// Check that the inverse of a perspective view is correct. func TestInverseVp(t *testing.T) { v := newCamera() v.at.Loc.SetS(10, 10, 10) v.at.Rot.SetAa(1, 0, 0, -lin.Rad(90)) vm := VP(v.at, lin.NewQ(), &lin.M4{}) ivm := ivp(v.at, &lin.Q{X: 1, Y: 0, Z: 0, W: 1}, lin.NewQ(), &lin.M4{}) if !vm.Mult(vm, ivm).Aeq(lin.M4I) { t.Errorf("Matrix times inverse should be identity") } }
func (c *camera) SetYaw(deg float64) { c.ydeg = deg c.yrot.SetAa(0, 1, 0, lin.Rad(c.ydeg)) c.at.Rot.Mult(c.xrot, c.yrot) c.updateTransform() }
// Implement Pov. func (p *pov) Spin(x, y, z float64) { if x != 0 { p.rot.SetAa(1, 0, 0, lin.Rad(x)) p.at.Rot.Mult(p.rot, p.at.Rot) } if y != 0 { p.rot.SetAa(0, 1, 0, lin.Rad(y)) p.at.Rot.Mult(p.rot, p.at.Rot) } if z != 0 { p.rot.SetAa(0, 0, 1, lin.Rad(z)) p.at.Rot.Mult(p.rot, p.at.Rot) } }
// drawScene renders the 3D models consisting of one VAO func (tag *trtag) drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) tag.checkError("gl.Clear") gl.UseProgram(tag.shaders) tag.checkError("gl.UseProgram") gl.BindVertexArray(tag.vao) tag.checkError("gl.BindVertexArray") // Use a modelview matrix and quaternion to rotate the 3D object. tag.mvp64.SetQ(lin.NewQ().SetAa(0, 1, 0, lin.Rad(-tag.rotateAngle))) tag.mvp64.TranslateMT(0, 0, -4) tag.mvp.Set(tag.mvp64.Mult(tag.mvp64, tag.persp)) gl.UniformMatrix4fv(tag.mvpRef, 1, false, tag.mvp.Pointer()) if err := gl.GetError(); err != 0 { fmt.Printf("gl.UniformMatrix error %d\n", err) } gl.DrawElements(gl.TRIANGLES, int32(len(tag.faces)), gl.UNSIGNED_BYTE, 0) if err := gl.GetError(); err != 0 { fmt.Printf("gl.DrawElements error %d\n", err) } // cleanup gl.UseProgram(0) tag.checkError("gl.UseProgram-0") gl.BindVertexArray(0) tag.checkError("gl.BindVertexArray-0") // rotate based on time... not on how fast the computer runs. if time.Now().Sub(tag.lastTime).Seconds() > 0.01 { tag.rotateAngle += 1 tag.lastTime = time.Now() } }
// XZ_XY perspective to ortho view transform. // Can help transform a 3D map to a 2D overlay. func XZ_XY(at *lin.T, scr *lin.Q, vm *lin.M4) *lin.M4 { rot := scr.SetAa(1, 0, 0, -lin.Rad(90)) l := at.Loc return vm.SetQ(rot).ScaleMS(1, 1, 0).TranslateTM(-l.X, -l.Y, -l.Z) }