3dphotoshoot
diff libs/vmath/basis.cc @ 10:c71c477521ca
converting to GLES2 and C++
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sun, 31 May 2015 00:40:26 +0300 |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/vmath/basis.cc Sun May 31 00:40:26 2015 +0300 1.3 @@ -0,0 +1,80 @@ 1.4 +/* 1.5 +libvmath - a vector math library 1.6 +Copyright (C) 2004-2015 John Tsiombikas <nuclear@member.fsf.org> 1.7 + 1.8 +This program is free software: you can redistribute it and/or modify 1.9 +it under the terms of the GNU Lesser General Public License as published 1.10 +by the Free Software Foundation, either version 3 of the License, or 1.11 +(at your option) any later version. 1.12 + 1.13 +This program is distributed in the hope that it will be useful, 1.14 +but WITHOUT ANY WARRANTY; without even the implied warranty of 1.15 +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 1.16 +GNU Lesser General Public License for more details. 1.17 + 1.18 +You should have received a copy of the GNU Lesser General Public License 1.19 +along with this program. If not, see <http://www.gnu.org/licenses/>. 1.20 +*/ 1.21 +#include "basis.h" 1.22 +#include "vmath.h" 1.23 + 1.24 +Basis::Basis() 1.25 +{ 1.26 + i = Vector3(1, 0, 0); 1.27 + j = Vector3(0, 1, 0); 1.28 + k = Vector3(0, 0, 1); 1.29 +} 1.30 + 1.31 +Basis::Basis(const Vector3 &i, const Vector3 &j, const Vector3 &k) 1.32 +{ 1.33 + this->i = i; 1.34 + this->j = j; 1.35 + this->k = k; 1.36 +} 1.37 + 1.38 +Basis::Basis(const Vector3 &dir, bool left_handed) 1.39 +{ 1.40 + k = dir; 1.41 + j = Vector3(0, 1, 0); 1.42 + i = cross_product(j, k); 1.43 + j = cross_product(k, i); 1.44 +} 1.45 + 1.46 +/** Rotate with euler angles */ 1.47 +void Basis::rotate(scalar_t x, scalar_t y, scalar_t z) { 1.48 + Matrix4x4 RotMat; 1.49 + RotMat.set_rotation(Vector3(x, y, z)); 1.50 + i.transform(RotMat); 1.51 + j.transform(RotMat); 1.52 + k.transform(RotMat); 1.53 +} 1.54 + 1.55 +/** Rotate by axis-angle specification */ 1.56 +void Basis::rotate(const Vector3 &axis, scalar_t angle) { 1.57 + Quaternion q; 1.58 + q.set_rotation(axis, angle); 1.59 + i.transform(q); 1.60 + j.transform(q); 1.61 + k.transform(q); 1.62 +} 1.63 + 1.64 +/** Rotate with a 4x4 matrix */ 1.65 +void Basis::rotate(const Matrix4x4 &mat) { 1.66 + i.transform(mat); 1.67 + j.transform(mat); 1.68 + k.transform(mat); 1.69 +} 1.70 + 1.71 +/** Rotate with a quaternion */ 1.72 +void Basis::rotate(const Quaternion &quat) { 1.73 + i.transform(quat); 1.74 + j.transform(quat); 1.75 + k.transform(quat); 1.76 +} 1.77 + 1.78 +/** Extract a rotation matrix from the orthogonal basis */ 1.79 +Matrix3x3 Basis::create_rotation_matrix() const { 1.80 + return Matrix3x3( i.x, j.x, k.x, 1.81 + i.y, j.y, k.y, 1.82 + i.z, j.z, k.z); 1.83 +}