#include "../include/space.h" // From 'psyq/addons/graphics/ZIMEN/CLIP.C' void worldToScreen( VECTOR * worldPos, VECTOR * screenPos ) { int distToScreen; // corresponds to FOV MATRIX curRot; // current rotation matrix // Get current matrix and projection */ distToScreen = ReadGeomScreen(); ReadRotMatrix(&curRot); // Get Rotation, Translation coordinates, apply perspective correction // Muliply world coordinates vector by current rotation matrix, store in screenPos ApplyMatrixLV(&curRot, worldPos, screenPos); // Get world translation vectors from rot and add to screenPos vx, vy, vz applyVector(screenPos, curRot.t[0], curRot.t[1], curRot.t[2], +=); // Correct perspective //~ screenPos -> vx = screenPos -> vx * distToScreen / ( screenPos -> vz + 1 ) ; // Add 1 to avoid division by 0 //~ screenPos -> vy = screenPos -> vy * distToScreen / ( screenPos -> vz + 1 ) ; //~ screenPos -> vz = distToScreen ; }; void screenToWorld( VECTOR * screenPos, VECTOR * worldPos ) { int distToScreen; // corresponds to FOV MATRIX curRot, invRot; // current rotation matrix, transpose matrix VECTOR Trans; // working translation vector // Get current matrix and projection distToScreen = ReadGeomScreen(); ReadRotMatrix( &curRot ); PushMatrix(); // Store matrix on the stack (slow!) //// worldTrans = invRot * (screenPos - Rot.t) // Get world translation Trans.vx = screenPos->vx - curRot.t[0]; // Substract world translation from screenpos Trans.vy = screenPos->vy - curRot.t[1]; Trans.vz = screenPos->vz - curRot.t[2]; // We want the inverse of the current rotation matrix. // // Inverse matrix : M^-1 = 1 / detM * T(M) // We know that the determinant of a rotation matrix is 1, thus: // M^-1 = T(M) // // Get transpose of current rotation matrix // > The transpose of a matrix is a new matrix whose rows are the columns of the original. // https://www.quora.com/What-is-the-geometric-interpretation-of-the-transpose-of-a-matrix TransposeMatrix( &curRot, &invRot ); // Multiply the transpose of current rotation matrix by the current translation vector ApplyMatrixLV( &invRot, &Trans, worldPos ); // Get original rotation matrix back PopMatrix(); }; int cliptest3( short *v1 ) { if( v1[0]<0 && v1[2]<0 && v1[4]<0 ) return 0; if( v1[1]<0 && v1[3]<0 && v1[5]<0 ) return 0; if( v1[0] > SCREENXRES && v1[2] > SCREENXRES && v1[4] > SCREENXRES) return 0; if( v1[1] > SCREENYRES && v1[3] > SCREENYRES && v1[5] > SCREENYRES) return 0; return 1; };