コード例 #1
0
ファイル: transform.go プロジェクト: johanhenriksson/goworld
/* Update transform matrix and right/up/forward vectors */
func (t *Transform) Update(dt float32) {
	// todo: avoid recalculating unless something has changed

	/* Update transform */
	rad := t.Rotation.Mul(math.Pi / 180.0) // translate rotaiton to radians
	rotation := mgl.AnglesToQuat(rad[0], rad[1], rad[2], mgl.XYZ).Mat4()
	scaling := mgl.Scale3D(t.Scale[0], t.Scale[1], t.Scale[2])
	translation := mgl.Translate3D(t.Position[0], t.Position[1], t.Position[2])

	/* New transform matrix: S * R * T */
	//m := scaling.Mul4(rotation.Mul4(translation))
	m := translation.Mul4(rotation.Mul4(scaling))

	/* Grab axis vectors from transformation matrix */
	t.Right[0] = m[4*0+0] // first column
	t.Right[1] = m[4*1+0]
	t.Right[2] = m[4*2+0]
	t.Up[0] = m[4*0+1] // second column
	t.Up[1] = m[4*1+1]
	t.Up[2] = m[4*2+1]
	t.Forward[0] = -m[4*0+2] // third column
	t.Forward[1] = -m[4*1+2]
	t.Forward[2] = -m[4*2+2]

	/* Update transformation matrix */
	t.Matrix = m
}
コード例 #2
0
ファイル: transform.go プロジェクト: bvandre/object
//NewTransform defines a new Rotation and Translation
//x, y, z are the angle in degrees rotation around the repsective axis
//addition is true when this will be applied in addition to an existing orientation
//localref is true if the orientation should be applied in the object local reference
//or in the absolute reference.  If addition is false this has no effect
//xt, yt, zt are the translation offset to apply in the x, y, and z axis
//transabs is true when this translation will be applied in relation to the current
//translation ZXY YZX XYZ
func NewTransform(x, y, z float32, rot RotationType, xt, yt, zt float32, tran TranslationType) *Transform {
	return &Transform{
		quat:  mgl32.AnglesToQuat(mgl32.DegToRad(z), mgl32.DegToRad(y), mgl32.DegToRad(x), mgl32.ZYX),
		rType: rot,
		trans: mgl32.Vec3{xt, yt, zt},
		tType: tran,
	}
}
コード例 #3
0
func (t *Transform2D) Update(dt float32) {
	/* Update transform */
	rad := t.Rotation * math.Pi / 180.0
	rotation := mgl.AnglesToQuat(0, 0, rad, mgl.XYZ).Mat4()
	scaling := mgl.Scale3D(t.Scale[0], t.Scale[1], 1)
	translation := mgl.Translate3D(t.Position[0], t.Position[1], t.Position[2])

	/* New transform matrix: S * R * T */
	t.Matrix = scaling.Mul4(rotation.Mul4(translation))
}