Berserk
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3d space transform wrapper class More...
#include <Transformf.hpp>
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Transformf ()=default | |
Transformf & | RotateX (float angleRad) |
Transformf & | RotateY (float angleRad) |
Transformf & | RotateZ (float angleRad) |
Transformf & | Rotate (const Vec3f &axis, float angleRad) |
Transformf & | ScaleX (float scale) |
Transformf & | ScaleY (float scale) |
Transformf & | ScaleZ (float scale) |
Transformf & | Scale (const Vec3f &scale) |
Transformf & | Scale (float scale) |
Transformf & | Translate (const Vec3f &t) |
Vec3f | Transform (const Vec3f &v) const |
Vec3f | TransformAsNormal (const Vec3f &v) const |
Mat4x4f | ToTransformMat () const |
Mat4x4f | ToInverseTransformMat () const |
Mat4x4f | ToNormalMat () const |
const Quatf & | GetRotation () const |
const Vec3f & | GetOffset () const |
const Vec3f & | GetScale () const |
Quatf & | GetRotation () |
Vec3f & | GetOffset () |
Vec3f & | GetScale () |
void | GetBasisRotation (Vec3f &x, Vec3f &y, Vec3f &z) const |
Static Public Member Functions | |
static Transformf | LookAt (const Vec3f &eye, const Vec3f &dir, const Vec3f &up) |
3d space transform wrapper class
Represent 3D space transformation object, i.e. space rotation as the quaternion, origin offset and space scale.
The logic applied to some vertices set in the spaces as follows:
Could be converted to the matrix form if required.
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GL style look at view matrix
eye | Position of the viewer |
dir | View view direction |
up | Up vector for proper orientation |
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