X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Ftransform.cpp;h=6862221ba496fb5626736169c80789883c58cb7d;hp=9660c2c43fd15a1ea0af01ba953462e36fc6cc67;hb=ca52c492bd4f2fa1a1db3a85e50eaf7c43474830;hpb=9e384cddaf641f25ce6714327e1b4fadfea4632d diff --git a/source/transform.cpp b/source/transform.cpp index 9660c2c4..6862221b 100644 --- a/source/transform.cpp +++ b/source/transform.cpp @@ -6,22 +6,55 @@ 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) + scale(1.0f, 1.0f, 1.0f), + mask(NONE) { } +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)); + + trn.mask = POSITION|EULER|SCALE; + return trn; +} + void Transform::set_position(const Vector3 &p) { position = p; + mask = mask|POSITION; } void Transform::set_euler(const AngleVector3 &e) { euler = e; + mask = mask|EULER; +} + +void Transform::set_rotation(const Angle &angle, const Vector3 &axis) +{ + euler = from_matrix(Matrix::rotation(angle, axis)).euler; + mask = mask|EULER; +} + +void Transform::set_scale(float s) +{ + set_scale(Vector3(s, s, s)); } void Transform::set_scale(const Vector3 &s) { scale = s; + mask = mask|SCALE; } Matrix Transform::to_matrix() const @@ -39,41 +72,99 @@ Matrix Transform::to_matrix() const Transform::Loader::Loader(Transform &t): DataFile::ObjectLoader(t) { + add("position_x", &Loader::position_x); + add("position_y", &Loader::position_y); + add("position_z", &Loader::position_z); add("position", &Loader::position); + add("euler_x", &Loader::euler_x); + add("euler_y", &Loader::euler_y); + add("euler_z", &Loader::euler_z); add("euler", &Loader::euler); add("rotation", &Loader::rotation); - add("scale_uniform", &Loader::scale_uniform); + add("scale_x", &Loader::scale_x); + add("scale_y", &Loader::scale_y); + add("scale_z", &Loader::scale_z); + add("scale", &Loader::scale_uniform); add("scale", &Loader::scale); } +void Transform::Loader::position_x(float x) +{ + obj.position.x = x; + obj.mask = obj.mask|POSITION_X; +} + +void Transform::Loader::position_y(float y) +{ + obj.position.y = y; + obj.mask = obj.mask|POSITION_Y; +} + +void Transform::Loader::position_z(float z) +{ + obj.position.z = z; + obj.mask = obj.mask|POSITION_Z; +} + 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_x(float x) +{ + obj.euler.x = Angle::from_degrees(x); + obj.mask = obj.mask|EULER_X; +} + +void Transform::Loader::euler_y(float y) +{ + obj.euler.y = Angle::from_degrees(y); + obj.mask = obj.mask|EULER_Y; +} + +void Transform::Loader::euler_z(float z) +{ + obj.euler.z = Angle::from_degrees(z); + obj.mask = obj.mask|EULER_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(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(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(matrix(2, 1), matrix(1, 1)); + obj.set_rotation(Angle::from_degrees(a), Vector3(x, y, z)); +} + +void Transform::Loader::scale_x(float x) +{ + obj.scale.x = x; + obj.mask = obj.mask|SCALE_X; +} + +void Transform::Loader::scale_y(float y) +{ + obj.scale.y = y; + obj.mask = obj.mask|SCALE_Y; +} + +void Transform::Loader::scale_z(float z) +{ + obj.scale.z = z; + obj.mask = obj.mask|SCALE_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