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glhelper.h
00001 /* 00002 Copyright (C) 2002 by Marten Svanfeldt 00003 Anders Stenberg 00004 00005 This library is free software; you can redistribute it and/or 00006 modify it under the terms of the GNU Library General Public 00007 License as published by the Free Software Foundation; either 00008 version 2 of the License, or (at your option) any later version. 00009 00010 This library is distributed in the hope that it will be useful, 00011 but WITHOUT ANY WARRANTY; without even the implied warranty of 00012 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 00013 Library General Public License for more details. 00014 00015 You should have received a copy of the GNU Library General Public 00016 License along with this library; if not, write to the Free 00017 Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 00018 */ 00019 00020 #ifndef __CS_CSPLUGINCOMMON_OPENGL_GLHELPER_H__ 00021 #define __CS_CSPLUGINCOMMON_OPENGL_GLHELPER_H__ 00022 00023 #include "csgeom/matrix3.h" 00024 #include "csgeom/transfrm.h" 00025 #include "csgeom/vector3.h" 00026 00027 static inline void makeGLMatrix (const csReversibleTransform& t, 00028 float matrix[16]) 00029 { 00030 const csMatrix3 &orientation = t.GetO2T(); 00031 const csVector3 &translation = t.GetO2TTranslation(); 00032 00033 matrix[0] = orientation.m11; 00034 matrix[1] = orientation.m12; 00035 matrix[2] = orientation.m13; 00036 matrix[3] = 0.0f; 00037 00038 matrix[4] = orientation.m21; 00039 matrix[5] = orientation.m22; 00040 matrix[6] = orientation.m23; 00041 matrix[7] = 0.0f; 00042 00043 matrix[8] = orientation.m31; 00044 matrix[9] = orientation.m32; 00045 matrix[10] = orientation.m33; 00046 matrix[11] = 0.0f; 00047 00048 matrix[12] = translation.x; 00049 matrix[13] = translation.y; 00050 matrix[14] = translation.z; 00051 matrix[15] = 1.0f; 00052 } 00053 00054 static inline void makeGLMatrix (const csMatrix3& m, float matrix[16]) 00055 { 00056 matrix[0] = m.m11; 00057 matrix[1] = m.m12; 00058 matrix[2] = m.m13; 00059 matrix[3] = 0.0f; 00060 00061 matrix[4] = m.m21; 00062 matrix[5] = m.m22; 00063 matrix[6] = m.m23; 00064 matrix[7] = 0.0f; 00065 00066 matrix[8] = m.m31; 00067 matrix[9] = m.m32; 00068 matrix[10] = m.m33; 00069 matrix[11] = 0.0f; 00070 00071 matrix[12] = 0.0f; 00072 matrix[13] = 0.0f; 00073 matrix[14] = 0.0f; 00074 matrix[15] = 1.0f; 00075 } 00076 00077 #endif
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