Adding support for matrix4x4 construction from position, rotation and scaling parameters
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5e603d9ed8
commit
6b471317d2
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@ -79,6 +79,14 @@ public:
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/** construction from 3x3 matrix, remaining elements are set to identity */
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explicit aiMatrix4x4t( const aiMatrix3x3t<TReal>& m);
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/** construction from position, rotation and scaling components
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* @param scaling The scaling for the x,y,z axes
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* @param rotation The rotation as a hamilton quaternion
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* @param position The position for the x,y,z axes
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*/
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aiMatrix4x4t(aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
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aiVector3t<TReal>& position);
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public:
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// array access operators
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@ -102,6 +102,34 @@ inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
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d1 = static_cast<TReal>(0.0); d2 = static_cast<TReal>(0.0); d3 = static_cast<TReal>(0.0); d4 = static_cast<TReal>(1.0);
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}
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// ----------------------------------------------------------------------------------------
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template <typename TReal>
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inline aiMatrix4x4t<TReal>::aiMatrix4x4t (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation, aiVector3t<TReal>& position)
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{
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// build a 3x3 rotation matrix
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aiMatrix3x3t<TReal> m = rotation.GetMatrix();
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a1 = m.a1 * scaling.x;
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a2 = m.a2 * scaling.x;
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a3 = m.a3 * scaling.x;
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a4 = position.x;
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b1 = m.b1 * scaling.y;
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b2 = m.b2 * scaling.y;
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b3 = m.b3 * scaling.y;
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b4 = position.y;
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c1 = m.c1 * scaling.z;
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c2 = m.c2 * scaling.z;
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c3 = m.c3 * scaling.z;
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c4= position.z;
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d1 = static_cast<TReal>(0.0);
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d2 = static_cast<TReal>(0.0);
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d3 = static_cast<TReal>(0.0);
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d4 = static_cast<TReal>(1.0);
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}
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// ----------------------------------------------------------------------------------------
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template <typename TReal>
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inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::operator *= (const aiMatrix4x4t<TReal>& m)
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