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Fix coordinate system change
Old code was inverting the X axis, new code inverts the Z axis.
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@ -93,12 +93,12 @@ static core::vector2df readVec2DF(const BufferOffset& readFrom)
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static core::vector3df readVec3DF(const BufferOffset& readFrom,
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const float scale = 1.0f)
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{
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// glTF coordinates are right-handed, minetest ones are left-handed
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// 1 glTF coordinate is equivalent to 10 Irrlicht coordinates
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// glTF's coordinate system is right-handed, Irrlicht's is left-handed
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// glTF's +Z axis corresponds to Irrlicht's -Z axis
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return core::vector3df(
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-scale * readPrimitive<float>(readFrom),
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scale * readPrimitive<float>(readFrom),
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scale * readPrimitive<float>(BufferOffset(readFrom, sizeof(float))),
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scale * readPrimitive<float>(BufferOffset(readFrom, 2 * sizeof(float))));
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-scale * readPrimitive<float>(BufferOffset(readFrom, 2 * sizeof(float))));
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}
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static u16* readIndices(const BufferOffset& readFrom, const std::size_t count)
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@ -52,7 +52,7 @@ TEST_CASE("minimal triangle") {
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const auto* vertices = reinterpret_cast<irr::video::S3DVertex*>(
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sm.getMesh()->getMeshBuffer(0)->getVertices());
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CHECK(vertices[0].Pos == irr::core::vector3df {0.0f, 0.0f, 0.0f});
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CHECK(vertices[1].Pos == irr::core::vector3df {-1.0f, 0.0f, 0.0f});
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CHECK(vertices[1].Pos == irr::core::vector3df {1.0f, 0.0f, 0.0f});
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CHECK(vertices[2].Pos == irr::core::vector3df {0.0f, 1.0f, 0.0f});
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}
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@ -74,14 +74,14 @@ TEST_CASE("blender cube") {
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REQUIRE(sm.getMesh()->getMeshBuffer(0)->getVertexCount() == 24);
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const auto* vertices = reinterpret_cast<irr::video::S3DVertex*>(
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sm.getMesh()->getMeshBuffer(0)->getVertices());
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CHECK(vertices[0].Pos == irr::core::vector3df{10.0f, -10.0f, 10.0f});
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CHECK(vertices[3].Pos == irr::core::vector3df{10.0f, 10.0f, 10.0f});
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CHECK(vertices[6].Pos == irr::core::vector3df{10.0f, -10.0f, -10.0f});
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CHECK(vertices[9].Pos == irr::core::vector3df{10.0f, 10.0f, -10.0f});
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CHECK(vertices[12].Pos == irr::core::vector3df{-10.0f, -10.0f, 10.0f});
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CHECK(vertices[15].Pos == irr::core::vector3df{-10.0f, 10.0f, 10.0f});
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CHECK(vertices[18].Pos == irr::core::vector3df{-10.0f, -10.0f, -10.0f});
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CHECK(vertices[21].Pos == irr::core::vector3df{-10.0f, 10.0f, -10.0f});
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CHECK(vertices[0].Pos == irr::core::vector3df{-10.0f, -10.0f, -10.0f});
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CHECK(vertices[3].Pos == irr::core::vector3df{-10.0f, 10.0f, -10.0f});
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CHECK(vertices[6].Pos == irr::core::vector3df{-10.0f, -10.0f, 10.0f});
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CHECK(vertices[9].Pos == irr::core::vector3df{-10.0f, 10.0f, 10.0f});
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CHECK(vertices[12].Pos == irr::core::vector3df{10.0f, -10.0f, -10.0f});
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CHECK(vertices[15].Pos == irr::core::vector3df{10.0f, 10.0f, -10.0f});
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CHECK(vertices[18].Pos == irr::core::vector3df{10.0f, -10.0f, 10.0f});
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CHECK(vertices[21].Pos == irr::core::vector3df{10.0f, 10.0f, 10.0f});
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}
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SECTION("vertex indices are correct") {
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@ -97,12 +97,12 @@ TEST_CASE("blender cube") {
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REQUIRE(sm.getMesh()->getMeshBuffer(0)->getVertexCount() == 24);
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const auto* vertices = reinterpret_cast<irr::video::S3DVertex*>(
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sm.getMesh()->getMeshBuffer(0)->getVertices());
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CHECK(vertices[0].Normal == irr::core::vector3df{1.0f, 0.0f, 0.0f});
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CHECK(vertices[0].Normal == irr::core::vector3df{-1.0f, 0.0f, 0.0f});
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CHECK(vertices[1].Normal == irr::core::vector3df{0.0f, -1.0f, 0.0f});
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CHECK(vertices[2].Normal == irr::core::vector3df{0.0f, 0.0f, 1.0f});
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CHECK(vertices[3].Normal == irr::core::vector3df{1.0f, 0.0f, 0.0f});
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CHECK(vertices[6].Normal == irr::core::vector3df{1.0f, 0.0f, 0.0f});
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CHECK(vertices[23].Normal == irr::core::vector3df{-1.0f, 0.0f, 0.0f});
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CHECK(vertices[2].Normal == irr::core::vector3df{0.0f, 0.0f, -1.0f});
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CHECK(vertices[3].Normal == irr::core::vector3df{-1.0f, 0.0f, 0.0f});
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CHECK(vertices[6].Normal == irr::core::vector3df{-1.0f, 0.0f, 0.0f});
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CHECK(vertices[23].Normal == irr::core::vector3df{1.0f, 0.0f, 0.0f});
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}
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