scale(1.0f, 1.0f, 1.0f)
{ }
+Transform Transform::from_matrix(const Matrix &matrix)
+{
+ Transform trn;
+ trn.position = matrix.column(3).slice<3>(0);
+
+ trn.euler.z = Geometry::atan2<float>(matrix(1, 0), matrix(0, 0));
+ Matrix m = Matrix::rotation(-trn.euler.z, Vector3(0.0f, 0.0f, 1.0f))*matrix;
+ trn.euler.y = Geometry::atan2<float>(m(2, 0), m(0, 0));
+ m = Matrix::rotation(-trn.euler.y, Vector3(0.0f, 1.0f, 0.0f))*m;
+ trn.euler.x = Geometry::atan2<float>(m(2, 1), m(1, 1));
+ m = Matrix::rotation(-trn.euler.x, Vector3(1.0f, 0.0f, 0.0f))*m;
+
+ trn.scale = Vector3(m(0, 0), m(1, 1), m(2, 2));
+
+ return trn;
+}
+
void Transform::set_position(const Vector3 &p)
{
position = p;
euler = e;
}
+void Transform::set_rotation(const Angle &angle, const Vector3 &axis)
+{
+ euler = from_matrix(Matrix::rotation(angle, axis)).euler;
+}
+
+void Transform::set_scale(float s)
+{
+ set_scale(Vector3(s, s, s));
+}
+
void Transform::set_scale(const Vector3 &s)
{
scale = s;
void Transform::Loader::position(float x, float y, float z)
{
- obj.position = Vector3(x, y, z);
+ obj.set_position(Vector3(x, y, z));
}
void Transform::Loader::euler(float x, float y, float z)
{
- obj.euler = AngleVector3(Angle::from_degrees(x), Angle::from_degrees(y), Angle::from_degrees(z));
+ obj.set_euler(AngleVector3(Angle::from_degrees(x), Angle::from_degrees(y), Angle::from_degrees(z)));
}
void Transform::Loader::rotation(float a, float x, float y, float z)
{
- Matrix matrix = Matrix::rotation(Angle::from_degrees(a), Vector3(x, y, z));
- obj.euler.z = Geometry::atan2<float>(matrix(1, 0), matrix(0, 0));
- matrix = Matrix::rotation(-obj.euler.z, Vector3(0.0f, 0.0f, 1.0f))*matrix;
- obj.euler.y = Geometry::atan2<float>(matrix(2, 0), matrix(0, 0));
- matrix = Matrix::rotation(-obj.euler.y, Vector3(0.0f, 1.0f, 0.0f))*matrix;
- obj.euler.x = Geometry::atan2<float>(matrix(2, 1), matrix(1, 1));
+ obj.set_rotation(Angle::from_degrees(a), Vector3(x, y, z));
}
void Transform::Loader::scale_uniform(float s)
{
- obj.scale = Vector3(s, s, s);
+ obj.set_scale(s);
}
void Transform::Loader::scale(float x, float y, float z)
{
- obj.scale = Vector3(x, y, z);
+ obj.set_scale(Vector3(x, y, z));
}
} // namespace GL