RioEngine  0.1
My first attempt to create a 3D WYSIWYG Game Engine
btcustomtransform.cpp
Go to the documentation of this file.
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29 
30 #include "misc/btcustomtransform.h"
31 
32 //-----------------------------------------------------------------------------
33 
35  setIdentity();
36 }
37 
38 //-----------------------------------------------------------------------------
39 
41  m_innerTransform.setIdentity();
42  m_scale.setIdentity();
43 }
44 
45 //-----------------------------------------------------------------------------
46 
48  btMatrix3x3 original_basis = m_innerTransform.getBasis();
49  m_innerTransform.setBasis(original_basis * m_scale);
50  m_innerTransform.getOpenGLMatrix(m);
51  m_innerTransform.setBasis(original_basis);
52 }
53 
54 //-----------------------------------------------------------------------------
55 
58  output.scale(m_scale * transform.getScale());
59  output.setInnerTransform(m_innerTransform * transform.getInnerTransform());
60  return output;
61 }
62 
63 //-----------------------------------------------------------------------------
64 
66  return m_innerTransform;
67 }
68 
69 //-----------------------------------------------------------------------------
70 
71 void btCustomTransform::setInnerTransform(const btTransform &innerTransform) {
72  m_innerTransform = innerTransform;
73 }
74 
75 //-----------------------------------------------------------------------------
76 
78  return m_scale;
79 }
80 
81 //-----------------------------------------------------------------------------
82 
84  return btVector3(m_scale[0][0],
85  m_scale[1][1],
86  m_scale[2][2]);
87 }
88 
89 //-----------------------------------------------------------------------------
90 
91 void btCustomTransform::translate(btVector3 d) {
92  d.setZ(d.getZ() * -1.0f);
93  m_innerTransform.setOrigin(m_innerTransform.getOrigin() + d);
94 }
95 
96 //-----------------------------------------------------------------------------
97 
98 void btCustomTransform::translate(float x, float y, float z) {
99  translate(btVector3(x, y, z));
100 }
101 
102 //-----------------------------------------------------------------------------
103 
104 void btCustomTransform::scale(btMatrix3x3 scale) {
105  m_scale = scale;
106 }
107 
108 //-----------------------------------------------------------------------------
109 
110 void btCustomTransform::scale(btVector3 scale) {
111  m_scale.setIdentity();
112  m_scale[0][0] = scale.x();
113  m_scale[1][1] = scale.y();
114  m_scale[2][2] = scale.z();
115 }
116 
117 //-----------------------------------------------------------------------------
118 
119 void btCustomTransform::scale(float x, float y, float z) {
120  scale(btVector3(x, y, z));
121 }
122 
123 //-----------------------------------------------------------------------------
124 
125 void btCustomTransform::rotate(btQuaternion q) {
126  m_innerTransform.setRotation(m_innerTransform.getRotation() * q);
127 }
128 
129 //-----------------------------------------------------------------------------
130 
131 void btCustomTransform::rotate(float x, float y, float z) {
132  m_innerTransform.setRotation(btQuaternion(x, y, z));
133 }
void setInnerTransform(const btTransform &inner_transform)
void getOpenGLMatrix(btScalar *m)
btTransform + Scale Matrix
btMatrix3x3 & getScale()
void translate(btVector3 d)
void rotate(btQuaternion q)
btTransform & getInnerTransform()
btCustomTransform operator*(btCustomTransform transform)
btVector3 getScaleAsVector3() const
void scale(btMatrix3x3 m)