2014-03-28 21:04:20 -04:00
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const float DEG2GRAD = 3.14 / 180.;
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2014-03-28 20:22:08 -04:00
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mat4 getMatrixFromRotation(vec3 rotation)
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{
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// from irrlicht
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2014-03-28 21:04:20 -04:00
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float cr = cos(DEG2GRAD * rotation.x );
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float sr = sin(DEG2GRAD * rotation.x );
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float cp = cos(DEG2GRAD * rotation.y );
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float sp = sin(DEG2GRAD * rotation.y );
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float cy = cos(DEG2GRAD * rotation.z );
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float sy = sin(DEG2GRAD * rotation.z );
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2014-03-28 20:22:08 -04:00
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float srsp = sr*sp;
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float crsp = cr*sp;
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2014-03-28 21:19:08 -04:00
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return transpose(mat4(
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2014-03-28 20:22:08 -04:00
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vec4(cp * cy, srsp * cy - cr * sy, crsp * cy + sr * sy, 0.),
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vec4(cp * sy, srsp * sy + cr * cy, crsp * sy - sr * cy, 0.),
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vec4(-sp, sr * cp, cr * cp, 0.),
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2014-03-28 21:19:08 -04:00
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vec4(0., 0., 0., 1.)));
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2014-03-28 20:22:08 -04:00
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}
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mat4 getWorldMatrix(vec3 translation, vec3 rotation)
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{
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mat4 result = getMatrixFromRotation(rotation);
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// translation
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result[3].xyz += translation;
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return result;
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}
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation)
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{
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mat4 result = transpose(getMatrixFromRotation(rotation));
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// FIXME: it's wrong but the fourth column is not used
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result[3].xyz -= translation;
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return result;
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}
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