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