X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Ftransform.cpp;h=4b67bf910e453bf0d9a677dfed47eb0a1d229933;hp=98932b8327a5325b5d4452cee2985fdb833e9858;hb=49f1812b3e5ad73748015df52d0e4dee17246036;hpb=a4ec5410595ddf37bfbc0e85ad87d31a9cbf94f1 diff --git a/source/transform.cpp b/source/transform.cpp index 98932b83..4b67bf91 100644 --- a/source/transform.cpp +++ b/source/transform.cpp @@ -1,34 +1,101 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - -#include "gl.h" #include "transform.h" namespace Msp { namespace GL { -void translate(float x, float y, float z) +Transform::Transform(): + position(0.0f, 0.0f, 0.0f), + euler(Angle::zero(), Angle::zero(), Angle::zero()), + 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(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(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(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; +} + +void Transform::set_euler(const AngleVector3 &e) +{ + 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; +} + +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(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.set_position(Vector3(x, y, z)); +} + +void Transform::Loader::euler(float x, float y, float z) { - glTranslatef(x, y, z); + obj.set_euler(AngleVector3(Angle::from_degrees(x), Angle::from_degrees(y), Angle::from_degrees(z))); } -void rotate(float a, float x, float y, float z) +void Transform::Loader::rotation(float a, float x, float y, float z) { - glRotatef(a, x, y, z); + obj.set_rotation(Angle::from_degrees(a), Vector3(x, y, z)); } -void scale(float x, float y, float z) +void Transform::Loader::scale_uniform(float s) { - glScalef(x, y, z); + obj.set_scale(s); } -void scale_uniform(float s) +void Transform::Loader::scale(float x, float y, float z) { - scale(s, s, s); + obj.set_scale(Vector3(x, y, z)); } } // namespace GL