Difference between revisions of "Advanced C++ Programming Tutorial 5"
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===[https://youtu.be/CS4HQdQnbaA Tutorial 5.2]=== | ===[https://youtu.be/CS4HQdQnbaA Tutorial 5.2]=== | ||
− | * | + | <div class="mw-collapsible mw-collapsed"><br /> |
+ | * Translation: why is it a complicated transformation? [https://youtu.be/CS4HQdQnbaA?t=0m14s= 0:14] | ||
+ | * Trick: augment the matrix (add an extra dimension) [https://youtu.be/CS4HQdQnbaA?t=3m11s 3:11] | ||
+ | * Coding this into the framweork [https://youtu.be/CS4HQdQnbaA?t=6m54s 6:54] | ||
+ | <div class="mw-collapsible-content"> | ||
+ | :* Implementing a <code>Mat3</code> class for (3x3) matrices [https://youtu.be/CS4HQdQnbaA?t=6m54s 6:54] | ||
+ | :* Implementing a <code>Vec3</code> class for (3x1) vectors [https://youtu.be/CS4HQdQnbaA?t=8m51s 8:51] | ||
+ | :* Test run [https://youtu.be/CS4HQdQnbaA?t=10m48s 10:48] | ||
+ | </div> | ||
+ | * The order of applying transformations and its relation to Matrix multiplication (concatenation) [https://youtu.be/CS4HQdQnbaA?t=12m09s 12:09] | ||
+ | <div class="mw-collapsible-content"> | ||
+ | :* The order in which you concatenate matrices matters: ABC != CBA | ||
+ | :* The sequence of applying transformations reads from right to left in Matrix multiplication | ||
+ | :: T = CBA means transformation A is applied first, then B, then C | ||
+ | :* Demo of this principle in debug mode [https://youtu.be/CS4HQdQnbaA?t=14m19s 14:19] | ||
+ | </div> | ||
+ | * Matrix augmentation is not just a hack, it falls in the domain of Projective Geometry [https://youtu.be/CS4HQdQnbaA?t=15m29s 15:29] | ||
+ | * Fix up the Starfield rendering pipeline [https://youtu.be/CS4HQdQnbaA?t=16m31s 16:31] | ||
+ | <div class="mw-collapsible-content"> | ||
+ | :* Design decision: keep working with <code>Vec2</code>, this requires conversion operators to and from <code>Vec3</code> | ||
+ | :* Refactoring the <code>DrawClosedPolygon</code> function in the <code>Graphics</code> class [https://youtu.be/CS4HQdQnbaA?t=18m03s 18:03] | ||
+ | :* Refactoring the <code>Drawable</code> class [https://youtu.be/CS4HQdQnbaA?t=19m15s 19:15] | ||
+ | :* Refactoring the <code>Entity</code> class [https://youtu.be/CS4HQdQnbaA?t=23m22s 23:22] | ||
+ | :* Refactoring the <code>CoordinateTransformer</code> class [https://youtu.be/CS4HQdQnbaA?t=23m22s 24:00] | ||
+ | </div> | ||
+ | * Debugging session: the wrong order of transformations can mess you up [https://youtu.be/CS4HQdQnbaA?t=24m51s 24:51] | ||
+ | <div class="mw-collapsible-content"> | ||
+ | :* Be careful with Matrix multiplication operators: using the overloaded <code>operator*=()</code> is risky: | ||
+ | :: <code>M *= A</code> yields M=MA, but we need M=AM | ||
+ | </div> | ||
+ | * Recap & key takeaways: math is doable, mind your order of concatenation [https://youtu.be/CS4HQdQnbaA?t=32m12s 32:12] | ||
+ | * Tutorial Roadmap from here on out [https://youtu.be/CS4HQdQnbaA?t=34m27s 34:27] | ||
+ | </div> | ||
== Links == | == Links == |
Latest revision as of 16:06, 18 April 2020
Hot take: the Matrix is a mediocre film at best. It's a pretty great way to encode transformations though, so let's matrix it up!
Contents
Topics
Part 1
- Matrix form
- Matrix by vector multiplication
- Matrix encoding of scaling, rotation, and flipping
- Matrix multiplication
- Concatenating matrix transforms
Part 2
- Augmented 3x3 matrix for encoding translations
- Matrix multiplication order matters!
- Porting pipeline to use matrix transforms
- Bug hunting!
Video Timestamp Index
Tutorial 5.1
- Matrices: what are they, what are they good for? 0:44
- Basic Matrix operations: Matrix by Vector multiplication 3:05
- Creating a templated
_Mat2<T>
Matrix class 7:16
- Matrix data stored as 2D array
T arr[2][2]
- Matrix data stored as 2D array
- Implementing the Matrix by Vector multiplication method 9:21
- Testing in
game.cpp
13:00 - Implementing basic transformations in Matrix form as static functions 15:16
- Testing in
game.cpp
21:25 - Basic matrix operations: Matrix multiplication 23:06
- Implementing & testing the Matrix multiplication method 25:52
- Recap: concatenating transformations by multiplying transformation matrices 30:10
- This is the beauty of matrix operations: one single concatenated matrix holds all the transformation information
- Concatenating matrices cuts down the number of vector operations needed at runtime
- What about translation? 31:20
Tutorial 5.2
- Translation: why is it a complicated transformation? 0:14
- Trick: augment the matrix (add an extra dimension) 3:11
- Coding this into the framweork 6:54
- The order of applying transformations and its relation to Matrix multiplication (concatenation) 12:09
- The order in which you concatenate matrices matters: ABC != CBA
- The sequence of applying transformations reads from right to left in Matrix multiplication
- T = CBA means transformation A is applied first, then B, then C
- Demo of this principle in debug mode 14:19
- Matrix augmentation is not just a hack, it falls in the domain of Projective Geometry 15:29
- Fix up the Starfield rendering pipeline 16:31
- Debugging session: the wrong order of transformations can mess you up 24:51
- Be careful with Matrix multiplication operators: using the overloaded
operator*=()
is risky:
-
M *= A
yields M=MA, but we need M=AM
- Be careful with Matrix multiplication operators: using the overloaded
Links
- GitHub Repo (advmath)
- Note that the code for this tutorial can be found on the <starfield> branch of the repo not in <master>
Homework
None! (or check out 3D Fundamentals you lazy fucks!)