zeus/CTransform.cpp

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2015-04-19 20:39:16 +00:00
#include "CTransform.hpp"
CTransform CTransformFromEditorEuler(const CVector3f& eulerVec)
{
CTransform result;
double ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
ti = eulerVec[0];
tj = eulerVec[1];
th = eulerVec[2];
ci = cos(ti);
cj = cos(tj);
ch = cos(th);
si = sin(ti);
sj = sin(tj);
sh = sin(th);
cc = ci * ch;
cs = ci * sh;
sc = si * ch;
ss = si * sh;
result.m_basis.m[0][0] = (float)(cj * ch);
result.m_basis.m[1][0] = (float)(sj * sc - cs);
result.m_basis.m[2][0] = (float)(sj * cc + ss);
result.m_basis.m[0][1] = (float)(cj * sh);
result.m_basis.m[1][1] = (float)(sj * ss + cc);
result.m_basis.m[2][1] = (float)(sj * cs - sc);
result.m_basis.m[0][2] = (float)(-sj);
result.m_basis.m[1][2] = (float)(cj * si);
result.m_basis.m[2][2] = (float)(cj * ci);
return result;
}
CTransform CTransformFromAxisAngle(const CVector3f& axis, float angle)
{
CTransform result;
CVector3f axisN = axis.normalized();
float c = cosf(angle);
float s = sinf(angle);
float t = 1 - c;
result.m_basis.m[0][0] = t * axisN.v[0] * axisN.v[0] + c;
result.m_basis.m[1][0] = t * axisN.v[0] * axisN.v[1] - axisN.v[2] * s;
result.m_basis.m[2][0] = t * axisN.v[0] * axisN.v[2] + axisN.v[1] * s;
result.m_basis.m[0][1] = t * axisN.v[0] * axisN.v[1] + axisN.v[2] * s;
result.m_basis.m[1][1] = t * axisN.v[1] * axisN.v[1] + c;
result.m_basis.m[2][1] = t * axisN.v[1] * axisN.v[2] - axisN.v[0] * s;
result.m_basis.m[0][2] = t * axisN.v[0] * axisN.v[2] - axisN.v[1] * s;
result.m_basis.m[1][2] = t * axisN.v[1] * axisN.v[2] + axisN.v[0] * s;
result.m_basis.m[2][2] = t * axisN.v[2] * axisN.v[2] + c;
return result;
}