+++ /dev/null
-#include "transform.h"
-
-namespace Msp {
-namespace GL {
-
-Transform::Transform():
- position(0.0f, 0.0f, 0.0f),
- euler(Angle::zero(), Angle::zero(), Angle::zero()),
- scale(1.0f, 1.0f, 1.0f)
-{ }
-
-void Transform::set_position(const Vector3 &p)
-{
- position = p;
-}
-
-void Transform::set_euler(const AngleVector3 &e)
-{
- euler = e;
-}
-
-void Transform::set_scale(const Vector3 &s)
-{
- scale = s;
-}
-
-Matrix Transform::to_matrix() const
-{
- Matrix result;
- result.translate(position);
- result.rotate(euler.z, Vector3(0.0f, 0.0f, 1.0f));
- result.rotate(euler.y, Vector3(0.0f, 1.0f, 0.0f));
- result.rotate(euler.x, Vector3(1.0f, 0.0f, 0.0f));
- result.scale(scale);
- return result;
-}
-
-
-Transform::Loader::Loader(Transform &t):
- DataFile::ObjectLoader<Transform>(t)
-{
- add("position", &Loader::position);
- add("euler", &Loader::euler);
- add("rotation", &Loader::rotation);
- add("scale_uniform", &Loader::scale_uniform);
- add("scale", &Loader::scale);
-}
-
-void Transform::Loader::position(float x, float y, float z)
-{
- obj.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));
-}
-
-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));
-}
-
-void Transform::Loader::scale_uniform(float s)
-{
- obj.scale = Vector3(s, s, s);
-}
-
-void Transform::Loader::scale(float x, float y, float z)
-{
- obj.scale = Vector3(x, y, z);
-}
-
-} // namespace GL
-} // namespace Msp